2017 China's Game Video Streaming Report

Source:iResearchOctober 18,20177:31 AM Overview As the game video streaming platforms are entering the era of delicacy management, the revenue of market is expected to exceed 3 billion Yuan in 2018, growing at a rate of 19.1%. The fast expansion of mobile e-sports users also promotes the growth of game video streaming users. Compared with e-sports users on traditional client games, the e-sports users on mobile devices need to be cultivated on the whole and the penetration of video streaming requires improvement.
Contents

Table of Contents of The Full Report

1 Background and Definition
1.1 Core Findings - Report Summary
1.2 Definition of Game Video Streaming

2 Overview of Game Video Streaming Industry in China
2.1 Development Stages and Events of Game Video Streaming in China
2.2 Market Size of Game Video Streaming in China
2.3 Users of Game Video Streaming in China
2.4 Industrial Chain of Game Video Streaming
2.4.1 Industrial Chain
2.4.2 Industrial Chain Map
2.5 Development Trend of Game Video Streaming Industry

3 Development Trend of Game Video Streaming Platform
3.1 Summary of Platform Development Trends
3.1.1 Constant Competition, Show Field Platform and Value-added Services
3.1.2 Platforms Are Going Mobile
3.2 Trend of Content Providers
3.2.1 Paying Equal Attention to Competitions and Pan Entertainment Variety Shows, Outputting Via Both Video Streaming and Video on Demand Platforms
3.3 Trend of Streamer
3.3.1 Threshold For Streamers Increased Rapidly and Expanded Content Remains Hot
3.4 Trend of Users
3.4.1 Fast Transfer to Mobile Devices and Significant Increase of Views of Mobile E-sports Content
3.4.2 Original Variety Shows Effectively Promotes New Streamers
3.4.3 Products Sponsored by Streamers Are No Longer Popular Mainly Because Users Don't Need Them
3.5 Trend of Platform Content
3.5.1 Platforms Contend For KPL E-sport Combat Teams and Mobile E-sports Become Popular
3.5.2 Emerging Client Games Are Popular on Game Video Streaming Platform
3.5.3 Ownerless IP Game Shows Become Popular
3.6 Travel Path of Video Streaming Content
3.6.1 Fast Spread of Platform Generated Internet Memes
3.7 Development Trend of Video Streaming Content Marketing
3.7.1 From Streamer Promoting E-commerce to Brand Promotion
3.7.2 “Harbin Beer Together” Turned Out to be a Major Success
4 Case Study of Game Video Streaming Enterprises
4.1 Case Study of Game Video Streaming Enterprises ——Panda TV
4.2 Case Study of Game Video Streaming Enterprises ——Shihou TV
4.3 Case Study of Game Video Streaming Enterprises ——Chushou TV
4.4 Case Study of Game Video Streaming Enterprises ——Longzhu
4.5 Case Study of Game Video Streaming Enterprises ——Project Banana

5 User Analysis of Game Video Streaming
5.1 Portrait of Game Video Streaming Users
5.2 Gender and Age Structure of Users
5.3 Regional Distribution of Users
5.4 Education and Occupation of Users
5.5 Income of Users
5.6 Tipping of Users
5.7 Competition Copyright and Sponsorship Effect

Related Reports
Close
Top Reports
Contact
Beijing Office
3/F, Tower B, Guanghualu SOHO II, No. 9 Guanghua Road, Chaoyang District, Beijing, 100020 Phone: +86 10 51283899
Services Related:insights.list@iresearch.com.cn Media Interview: press.list@iresearch.com.cn