2021 China’s E-sports Industry Report

Source:iresearchMay 26,202110:47 AM Overview Overview of the Development of China's E-sports Industry

E-sports is an official event of the Asian Games. International Olympic Committee held the Olympic Virtual Series for the first time



China's E-sports Market Scale 

The market size was around 150 billion yuan in 2020

China's e-sports market maintained fast growth in 2020, mainly thanks to the rapid expansion of the mobile e-sports game market and the e-sports ecological market. Influenced by the pandemic, users' online entertainment hours increased significantly, driving the growth rates of the mobile e-sports game market and the e-sports ecological market to 36.8% and 45.2%, respectively.


Characteristics of The Development of China's E-sports Industry


Investment Related to the E-sports Market in China 

Investment is rising again

Investment-related to e-sports had been rising since 2011 and reached its peak in 2017 and 2018. Game livestreaming and e-sports training partners are among the most popular investment targets. With the reshuffle of the e-sports market and the end of livestreaming war, the investment amount in China’s e-sports market fell to only 910 million yuan in 2019, decreasing by 91.3% year on year. Investment in the industry became rational. During the outbreak of the Covid-19 pandemic, e-sports competitions were the first to restart online and global events, attracting attention and more investment. E-sports content operators and e-sports clubs have been typical investment targets since the outbreak.

Status Quo of the Commercialization of China's E-sports Industry

E-sports area has become an important marketing point for brands






Contents

Market: The total e-sports market exceeded 145 billion yuan in 2020 and is expected to exceed 180 billion yuan in 2021. The growth is mainly from the rapid development of the mobile e-sports game market and the e-sports ecological market.
Driver: The continuous development of e-sports is driven by many factors, including becoming an official event of the Hangzhou Asian Games, the International Olympic Committee hosting the Olympic Virtual Series for the first time, more and more favorable policies are released in many places, continuous publishing of new e-sports games, and so on.
Capital: Since 2020 investment in e-sports has been rising. The head e-sports event operators, e-sports content companies and e-sport clubs are the main targets and the leading platforms enhance themselves through M&A.
Talents: The development of e-sports education and the emphasis on health management cultivate and retain more talents for the e-sports market. In addition, platforms such as game livestreaming and e-sports training partners provide jobs and career channels for people with e-sports capabilities.
Trend: On the one hand, e-sports will become more like a sport, contain more technologies, and become combined with urban culture construction. On the other hand, e-sports will become increasingly common and more tightly connected with our daily life.

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