2022 China Esports Industry Report

Source:iResearchJune 09,20224:58 PM Overview

Industry dynamics: Judging from the development status of the e-sports industry at home and abroad, standardization, diversification and openness are the keywords for market development. Standardization is reflected in the continuous implementation of norms such as competition mode, talent training, and protection of minors; Diversification is reflected in more game categories and more types of users. Openness is reflected in the more extensive competition authorization and content cooperation.

Characteristics of users: A major characteristic of esports is that it has a large number of young users. Esports games, game livestreaming and e-sports events have a high penetration rate among esports users and have strong user stickiness. As International Olympic Committee launched virtual sports events, the announcement of esports at the 2022 Asian Games, and a Chinese team won the S11 Global Finals of League of Legends, more and more people come to realize that esports is an emerging sport.

Development trends: The popular Metaverse concept and the developing technologies such as VR, AR and NFT are expected to promote the ecological innovation of the e-sports industry and expand business models such as virtual digital humans and digital collections. The integration of e-sports and offline scenarios such as urban landmarks, cultural tourism, and e-sports companies fulfilling social responsibility and promoting public welfare, etc., will contribute to the development of the industry.

Development Trends in Global Esports Industry 

The e-sports industry in countries and regions such as the United States, Europe, South Korea, and China started early and has formed a relatively mature e-sports industry system and business mode. In Brazil and Southeast Asia, it started late but developed Rapidly, and has become an important part of the global e-sports industry. As a new form of digital sports, the e-sports industry is growing vigorously worldwide. Esports is increasingly international, mobile, and scientific and is more and more like a sport, which will promote further high-quality development of the global esports industry.

Development Background of China’s Esports Industry

According to The 49th China Statistical Report on Internet Development released by CNNIC, Chinese mobile internet users reached 1.029 billion in December 2021. 99.7% of Chinese Internet users use smartphones to access the Internet. The proportions of people using desktop computers, laptops, TVs and tablets to access the Internet were 35.0%, 33.0%, 28.1% and 27.4%, respectively. According to the data of iResearch's UserTracker, a multi-platform netizen behavior monitoring database, with the orderly progress of resumption of work and production, the penetration The rate of mobile games among all users has been declining since 2020 but has remained above 40%. Playing games on mobile phones has become one of the most common online entertainment methods for Chinese mobile netizens. E-sports games such as MOBA and shooting are very popular among users.

China Esports Market Size

In 2021, the scale of China's e-sports market was about 167.3 billion yuan, a year-on-year increase of 13.5%. The industry has entered a stage of steady growth. Due to the strengthening regulation of the game industry, and the standardization of the livestreaming industry, the growth of e-sports games and e-sports livestreaming revenues has slowed down. With the rapidly growing influence of e-sports events and content, the commercialization of e-sports events such as e-sports copyright, event sponsorship, and content production still maintains a high growth rate. Future growth drivers of the e-sports market will be the sports and commercialization opportunities brought by esports becoming an official event of the Hangzhou 2022 Asian Games, and the development space brought by the combination of e-sports and emerging formats such as Metaverse and Web3.0.

Number of Esports Users in China 

The number of Chinese esports users was around 506 million in 2021, up 1.2% year on year. The number is expected to increase since esports has become an official event of the Hangzhou 2022 Asian Games and a Chinese team won the S11 Global Finals of League of Legends. With the implementation of the Low on the Protection of Minors in the game industry, the age structure of esports users will be more standardized and more reasonable.

China Esports Industry Chain

China Esports Industry Map

Types of Esports Content Popular Among Chinese Esports Users 

MOBA, Tactical competition and shooting are the most popular types among esports users and their penetration rates in users who play esports games, watch game livestreaming and watch esports events are all over 60%. Other types of esports content are still in the stage of user cultivation and their penetration rates are all below 50%.

Trends in the Esports Industry - Industrial Ecology

Metaverse has been a hot topic since 2021. Internet industry giants at home and abroad have increased investment in related fields. Games and e-sports will also be important application scenarios for the Metaverse. Relying on underlying technologies such as blockchain and NFT, back-end infrastructure such as cloud computing, IoT, digital twin and front-end devices such as VR, AR and MR, the metaverse provides more possibilities for innovation in esports games, events and derivative content. The existing business models of the e-sports industry are expected to be changed in the Metaverse, and there are already related attempts and explorations in the market.

Table of Contents of the Full Report

Abstract

1 Development Background of China Esports Industry

1.1 Development Trends in the Global Esports Industry

1.2 Development Background of China Esports Industry - Policy Support

1.3 Development Background of China Esports Industry - Policy Regulation

1.4 Development Background of China Esports Industry - Economic Environment

1.5 Development Background of China Esports Industry - Social Culture

1.6 Development Background of China Esports Industry - Technology Development


2 Status Quo of China's Esports Industry

2.1 Development history of China's Esports Industry

2.2 China's Esports Market Size

2.3 Size of China's Esports Market Segments

2.4 Number of Chinese Esports Users

2.5 China's Esports Industry Chain

2.6 China's Esports Industry Map

2.7 Investment and Financing Related to China's Esports Industry

2.8 Analysis of Popular Esports Products in China

2.9 Analysis of Content Development of Esports Events in China

2.10 Analysis of Licensing Model of Esports Events in China

2.11 Analysis of the Development of Esports Content Dissemination in China

2.12 Analysis of the Development of Esports Clubs in China

2.13 Analysis of the Selection System of Esports Talents in China

2.14 Analysis of Esports Marketing Brands in China

2.15 Analysis of E-sports Marketing Cooperation Models in China

2.16 Analysis of Development of Esports Derivative Content in China

2.17 Analysis of the Development of Esports Hotel Market in China

3 Analysis of Chinese Esports Users
3.1 Gender and Age Structure of Chinese Esports Users
3.2 Income and Consumption Level of Chinese Esports Users
3.3 Esports Types Preferred by Chinese Esports Users

3.4 Use Time of Esports Content of Chinese Esports Users
3.5 Chinese Esports Users' Participation in Esports
3.6 Chinese Esports Users’ Attitude towards Esports and Expectations of the Asian Games

3.3 Esports Types Preferred by Chinese Esports Users
3.4 Use Time of Esports Content of Chinese Esports Users
3.5 Chinese Esports Users' Participation in Esports
3.6 Chinese Esports Users’ Attitude towards Esports and Expectations of the Asian Games

4 Case Study of Chinese Esports Companies
4.1 Case Study of Professional Esports Events — CF Series (1)
4.2 Case Study of Professional Esports Events — CF Series (2)
4.3 Case Study of Esports Service Provider—NEOTV
4.4 Case Study of Esports Club — NOVA Esports Club


5 Development Trends in China’s Esports Industry
5.1 Table of Contents of the Full Report –Industrial Ecology
5.2 Table of Contents of the Full Report – Scenario Integration
5.3 Table of Contents of the Full Report – Social Responsibility

Contents

Market development: In 2021 China's esports market size was 167.3 billion yuan, increasing by 13.5% year on year. The industry has entered a stage of steady growth. Mobile esports games account for 52.8% of the e-sports market. Chinese esports users reached 506 million in 2021. With the implementation of the Low on the Protection of Minors, the age structure of e-sports users will be healthier and more reasonable.

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