2016 China's E-sports and Game Video Streaming Platform Sector Report

Source:iResearchAugust 31,20162:46 PM Overview The number of e-sports game players is expected to hit 170 million in 2016. iResearch believes that the growth can be attributed to the following two factors. The e-sports games except MOBA all see a growth in players and mobile e-sports gamers surge, resulted from the rising of mobile e-sports games. 

Contents

Table of Content of The Full Report

1 Definition and Overview of the Industry
1.1 Definition
1.2 Definition —— First Party and Third Party E-sports Competitions
1.3 Definition —— Live Streaming Platforms
1.4 Overview of Global E-sports Market——Prize for E-sports Competition Keeps Rising
1.5 Overview of Global E-sports Market——Multiple Parties Enter the Video Streaming Industry; Traffic from Mobile Clients Steadily Increase

2 Current Situation of China’s E-sports Industry
2.1 Development Phases of China’s E-sports Industry
2.2 China’s E-sports Market Size —— Number of Gamers Increases Sharply
2.3 China’s E-sports Market Size —— Market Revenue Exceeds 30 Billion Yuan
2.4 E-sports Industrial Chain
2.5 E-sports Industrial Chain
2.6 Current Situation of E-sports Industry in China —— Game Companies
2.7 Current Situation of E-sports Industry in China —— Game Companies
2.8 Current Situation of E-sports Industry in China —— E-sports Clubs
2.9 Current Situation of E-sports Industry in China —— Professional Players

3 Current Situation of E-sports Competitions in China
3.1 Analysis of Development Phases of E-sports Competitions in China —— E-sports Competitions Help to Promote the Games
3.2 Analysis of Development Phases of E-sports Competitions in China —— Both First Party and Third Party E-sports Competitions Are Prospering
3.3 Analysis and Examples of the Models of E-sports Competitions in China —— Various Models of E-sports Competitions on PC Clients
3.4 Analysis and Examples of the Models of E-sports Competitions in China —— Mobile E-sports Competitions are Experiencing Explosive Growth
3.5 The Value of E-sports Competitions in China
3.6 Current Situation of Third Party E-sports Competitions in China
3.7 Introduction to Third Party E-sports Competitions in China——Hero Pro League

4 Analysis of E-sports Content Platforms in China
4.1 Current Situation of E-sports Content Production Platforms in China
4.2 Current Situation of E-sports Content Production Platforms in China——Development Phases
4.3 Current Situation of E-sports Content Production Platforms in China——E-sports Content Platforms Develop Derivatives
4.4 Current Situation of E-sports Content Production Platforms in China——Copyright Protection of E-sports Competitions Gradually is Improving
4.5 Introduction to E-sports Content Platforms in China——PLU
4.6 Introduction to E-sports Content Platforms in China——ImbaTV
4.7 Introduction to E-sports Content Platforms in China——Keahoarl

5 Analysis of Game Video Streaming Platforms in China
5.1 Current Situation of E-sports Video Streaming Platforms in China
5.2 Current Situation of E-sports Video Streaming Platforms in China——Number of Game Video Streaming Users 2014-2018
5.3 Current Situation of E-sports Video Streaming Platforms in China——Developing Towards Pan Entertainment
5.4 Current Situation of E-sports Video Streaming Platforms in China——Comparison of Mobile Game Video Streaming Platform and Traditional Game Video Streaming Platform
5.5 Current Situation of E-sports Video Streaming Platforms in China——Beijing Internet Culture Association Initiated the Self-discipline of Online Video Streaming Industry

6 Analysis of E-sports Gamers in China
6.1 Basic Characteristics of E-sports Gamers——Proportions of Male and Female Users
6.2 Basic Characteristics of E-sports Gamers——Regional Distribution
6.3 Basic Characteristics of E-sports Gamers——Education Background and Careers
6.4 Basic Characteristics of E-sports Gamers——Income of E-sports Users
6.5 Basic Characteristics of E-sports Gamers——Other Entertainment Activities
6.6 Basic Characteristics of E-sports Gamers——Reasons Why They Watch Video Streaming
6.7 Basic Characteristics of E-sports Gamers——Reasons that Users Choose A Video Streaming Platform

7 Case Study of E-sports and Game Video Streaming Companies in China
7.1 Tencent
7.2 Yingxiong Entertainment
7.3 Huya TV
7.4 Douyu TV
7.5 Longzhu TV
7.6 Panda TV
7.7 Zhanqi TV
7.8 Huomao TV
7.9 ChushouTV

8 Development Trends of E-sports Industry in China
8.1 Integration of Entertainment and E-sports
8.2 Regulations in the Industry Become Mature
8.3 VR Technology Will Be Used in E-sports Games

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