Growth rate of revenue of mobile e-sports market in China 2016-2020

In 2020, the revenue of China's mobile e-sports market was projected to increase by around 20.6 percent compared to the previous year. The growing mobile e-sports sector has over three billion users in China.

Annual growth rate of revenue of mobile e-sports market in China from 2016 to 2020

Year-over-year growth
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Release date

December 2018



Survey time period

2016 and 2018

Special properties

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

Supplementary notes


The market revenue of mobile e-sports industry in China:
1. The revenue from e-sports 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 e-sports clubs, video streaming platforms, anchors, etc.
3. Revenue from mobile e-sports games includes the total consumption of e-sports users in mainland China.
The revenue listed in this statistic doesn’t include revenue from client e-sports games and competitions.

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