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上半年中国电竞收入127.61亿元,用户规模近4.93亿人
Cai Jing Wang·2025-08-02 05:05

Group 1 - The core viewpoint of the news is the growth and stability of China's esports industry, with a reported revenue of 12.761 billion yuan in the first half of 2025, reflecting a year-on-year increase of 6.10% [1] - The user base of the esports industry reached nearly 493 million, showing slight growth, indicating a stable user base [1] - Live streaming revenue remains the largest segment, accounting for 80.38% of total revenue, while events, clubs, and other income combined make up 19.62%, demonstrating a stable revenue structure [1] Group 2 - A total of 72 non-exhibition esports events involving professional players were held in the first half of the year, maintaining the same level as the previous year, with 51% of these events being fully offline [2] - Shanghai is the city with the most esports events, accounting for 22.9% of the total, followed by Chongqing, Hangzhou, and Beijing [2] - The number of esports clubs in Shanghai is the highest in China, with 34 clubs, while Beijing, Guangzhou, and Shenzhen follow with 11, 10, and 8 clubs respectively [2] Group 3 - The esports industry in China is expanding its influence in overseas markets, particularly in Latin America, in addition to traditional regions like East Asia and Southeast Asia [2] - The peak viewership for major self-developed esports events held overseas has exceeded 4.13 million viewers per match, indicating growing international interest [2]