Distribution of eSports market in China 2022, by segment

Distribution of eSports market in China in 2022, by segment

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Release date

July 2023

Region

China

Survey time period

2022

Supplementary notes

eSports tournaments and related refers to the revenue of tournament ticket sales and derivatives, advertisements, sponsorship, copyrights, and eSports clubs and professional players derivative income.
eSports streaming 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 derivatives and related refers to eSports trainings, eSports derivative shows and programs, other related merchandise.
eSports education and real estate are not covered.

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Statistics on " eSports market in China "

Other statistics that may interest you eSports market in China

Overview

6

Market segments

6

Games and tournaments

5

Pro teams and players

6

Streaming platforms

5

eSports fans

4

User behavior

5

Further related statistics

16
Access all statistics starting from $2,388 USD yearly *

* For commercial use only

Basic Account

For single users
$0 USD
Always free
Access limited to Free Statistics. Premium Statistics are not included.
  • Free Statistics
Based on your interests

Starter Account

For single users
$199 USD
per month, billed annually 1
  • Free Statistics
  • Premium Statistics
  • The statistic on this page is a Premium Statistic and is included in this account.

Professional Account

For teams of up to 5 people
$959 USD
per month, billed annually 1
  • Free + Premium Statistics
  • Reports
  • Market Insights

1 All prices do not include sales tax. The account requires an annual contract and will renew after one year to the regular list price.

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