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Market value of eSports games in China 2017-2021, by segment

Market size of eSports game market in China from 2017 to 2019 with estimates until 2021, by segment

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Source

In cooperation with
iResearch
Release date

April 2020

Region

China

Survey time period

2017 to 2019

Supplementary notes

*Estimate.

One yuan equals approximately 0.15 U.S. dollars and 0.13 euros (as of February 2021).

eSports gaming sector refers to the spending value of mobile and client network gaming. eSports streaming sector refers to the streaming revenue of independent game streaming platforms, which includes gaming cooperation, advertising, e-commerce streaming, and other revenues, excluding the extended game streaming revenues from Kuaishou, Bilibili, and other video platforms. eSports commercial market refers to merchandise, tickets, cloud funding, and other user spendings, as well as sponsorships, advertising, copyrights, and eSports clubs and professional players derivative income. eSports education and real estate are not covered.

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Statistics on "eSports market in China"

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