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2025年中国电竞行业研究报告
艾瑞咨询·2025-07-04 02:31

Market Development - The Chinese esports market is projected to reach approximately 179 billion yuan in 2024, reflecting a year-on-year growth of 5.5%, indicating a robust development trend [1][3][4] - The user base for esports in China is expected to stabilize around 511 million people in 2024, with a modest year-on-year growth of 0.6% [1][6] Industry Dynamics - The current core dynamics of the Chinese esports industry include accelerated internationalization, establishment of standardized systems, diversification of ecosystems, and widespread public participation, all contributing to the market's growth and prosperity [1] - The internationalization of the esports industry has progressed significantly, with China becoming a major venue for international esports events and increasing recognition of Chinese esports IP abroad [16] User Characteristics - Esports users are gradually expanding from a younger demographic to a broader age range, with 68.5% of users aged 30 or below and 31.5% aged above 30 [26] - A significant majority of esports users (79.4%) believe that esports are important to their lives, and 90.5% hold a positive outlook on the future development of the industry [33] Development Trends - Future trends in the Chinese esports industry include globalization, a focus on long-term value, diversification of business models, and adaptation for older demographics, which are expected to drive new breakthroughs in the industry [1][38][41] - The esports industry is moving towards sustainable development and long-termism, balancing commercial gains with social value and cultural recognition [41] Diversification - The diversification of the esports industry is enhancing its growth potential through content innovation, ecosystem expansion, and cross-industry collaborations, transitioning from a gaming industry to a broader entertainment sector [22] - The emergence of a "silver-haired esports" market is noted, with an increasing number of older users engaging in esports, highlighting the need for an age-friendly esports ecosystem [48]