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Market size of mobile eSports in China 2015-2022

Market size of mobile eSports games in China from 2015 to 2020 with estimates until 2022

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Source

Use Ask Statista Research Service

In cooperation with
iResearch
Release date

August 2021

Region

China

Survey time period

2015 to 2020

Special properties

calculation was based on the financial results published by related enterprises and interviews with experts in iResearch statistical forecast model

Supplementary notes

* Estimate.

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

The market size of mobile eSports industry in China:
1. The revenue from eSports competitions includes tickets, related merchandise, users’ payment, patronage, advertising, etc.
2. The revenue from derivatives of mobile e-sports refers to the revenue from core links of the industrial chain except the competitions, such as mobile eSports clubs, video streaming platforms, anchors, etc.
3. Revenue from mobile e-sports games includes the total consumption of eSports users in mainland China.
The revenue listed in this statistic doesn’t include revenue from client eSports games and competitions.

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Statistics on "eSports market in China"

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