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Distribution of eSports market in China 2017-2021, by segment

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

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Release date

April 2020



Survey time period

2017 to 2019

Supplementary notes


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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