电子竞技产业

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2025年1—6月:电竞产业收入127.61亿元,同比增长6.10%
3 6 Ke· 2025-08-04 09:13
Core Insights - The 2025 Global Esports Conference was held in Shanghai, where the China Audio-Video and Digital Publishing Association released the "2025 China Esports Industry Report" for the first half of the year [1][6] Group 1: Industry Revenue - The actual sales revenue of China's esports industry for the first half of 2025 reached 12.761 billion yuan, representing a year-on-year growth of 6.10% [2][7] - Live streaming revenue accounted for the largest share of the esports industry's income at 80.38%, followed by event revenue at 8.49%, club revenue at 7.03%, and other income at 4.10% [10] Group 2: User Base - The user base of China's esports industry approached 493 million, showing a slight year-on-year increase of 0.59% [2][12] Group 3: Product Composition - In terms of product types, mobile esports games accounted for 58.5%, client-based games for 25.5%, dual-version games for 11.7%, and web games for 4.3% [17][20] - Among the main esports game categories, shooting games held the highest share at 27.7%, followed by multiplayer online tactical games at 14.9%, and sports games at 11.7% [15] Group 4: Event Statistics - A total of 72 non-performance esports events involving professional players were held at the provincial level or above in the first half of 2025, with 51% being fully offline events and 41% being hybrid events [3][25] - Shanghai remained the city with the highest number of esports events, accounting for 22.9% of the total, followed by Chongqing at 14.0%, Hangzhou at 7.0%, and Beijing at 5.3% [29] Group 5: Club Development - As of June 2025, cities with 10 or more esports clubs included Shanghai, Beijing, Guangzhou, and Shenzhen, with Shanghai leading at 34 clubs [4][33] - The proportion of clubs participating in multiple types of events has increased, with 54.2% participating in a single type, 24.3% in two types, and 16.8% in three or more types [36] Group 6: International Expansion - The influence of China's esports industry is expanding internationally, with significant viewership for self-developed esports events overseas, peaking at over 4.13 million viewers for a single event [38]
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]
报告显示:上半年中国电竞产业收入127.61亿元
Zhong Guo Xin Wen Wang· 2025-08-01 16:49
Core Insights - The report indicates that China's esports industry generated a revenue of 12.761 billion RMB in the first half of 2025, reflecting a year-on-year growth of 6.10% and an ongoing expansion into overseas markets [1] Revenue Breakdown - In the first half of 2025, live streaming revenue constituted the largest share of the esports industry's income at 80.38%, while revenue from events, clubs, and other sources combined accounted for 19.62% [1] Event Participation and Impact - The report highlights that the influence of self-developed esports game events in overseas markets has significantly increased, with peak viewership for top events exceeding 4.13 million, setting a new record for single-event viewership of Chinese esports events abroad [1] Geographic Distribution - Shanghai remains the city hosting the most esports events, accounting for 22.9% of the total, followed by Chongqing (14.0%), Hangzhou (7.0%), and Beijing (5.3%) [1] - As of June 2025, Shanghai also leads in the number of esports clubs, with a total of 34, while Beijing, Guangzhou, and Shenzhen follow with 11, 10, and 8 clubs respectively [1] Product Categories - Among major esports products, shooting games hold the highest market share at 27.7%, followed by multiplayer online tactical competition games at 14.9%, and sports games at 11.7% [1]
报告:今年上半年中国电子竞技产业收入同比增长6.10%
Zhong Guo Xin Wen Wang· 2025-08-01 16:41
Core Insights - The Chinese esports industry is experiencing growth in market revenue, new product launches, and international events in the first half of 2025, indicating a complete industry chain that is becoming more standardized, mainstream, and internationalized [1][3]. Industry Performance - In the first half of 2025, the revenue of the Chinese esports industry reached 12.761 billion yuan, representing a year-on-year growth of 6.10% [3]. - The user base for esports in China is nearly 493 million, showing slight growth with a stable base [3]. Event Distribution - The distribution of offline esports events in China is widespread, with Shanghai hosting the most events at 22.9%, followed by Chongqing (14.0%), Hangzhou (7.0%), and Beijing (5.3%) [3]. International Expansion - The Chinese esports industry is actively expanding into overseas markets, particularly in East Asia and Southeast Asia, with growing influence in Latin America. The viewership for top esports events has peaked at over 4.13 million for single matches [3]. Strategic Collaborations - A strategic cooperation memorandum was signed between the China Audio-Video and Digital Publishing Association, the Shanghai Jing'an District Culture and Tourism Bureau, and the Japan Esports Association, focusing on areas such as event operation, content creation, industry research, international standards, talent cultivation, technology development, and data analysis [6]. - Argentina's ambassador to China outlined the country's esports development strategy and called for collaborative efforts to build a new global esports ecosystem, emphasizing the educational and community-building potential of esports [6].
千亿规模市场!中国电竞产业链不断延伸
Xin Hua She· 2025-07-08 12:09
Core Insights - By 2026, China's esports market is expected to exceed 300 billion yuan, driving surrounding industries to surpass 1 trillion yuan, becoming a significant growth point for China's digital economy [1] - The user base for China's esports is projected to reach 490 million by 2024, with major Chinese cities like Shanghai, Beijing, Shenzhen, and Chengdu ranking among the top ten global esports cities [1] Industry Overview - The esports industry chain is continuously expanding, encompassing game development, equipment upgrades, event operations, esports education, and merchandise development, creating vast business opportunities and employment space [1] - The quality of domestic game content production has significantly improved, with titles like "Black Myth: Wukong," "Honor of Kings," "Peacekeeper Elite," and "Valorant" gaining both domestic acclaim and international attention [1] Market Performance - In Q1 2025, China's gaming market revenue reached 85.704 billion yuan, a year-on-year increase of 17.99%, while the actual sales revenue of domestically developed games in overseas markets was 4.805 billion USD, up 17.92% year-on-year [1] Event Operations - The esports event operation is maturing, with venues like the Beijing Smart Esports Event Center achieving an average attendance of 2,500 per event and over 20,000 monthly, stimulating related industry consumption [2] - Hosting esports events is expected to drive network upgrades and promote the adoption of 6G technology [2] Cultural Integration - Esports is increasingly integrating with culture, tourism, and commerce, creating a multiplier effect on consumption [3] - Initiatives like "Follow Wukong to Tour Shanxi" have sparked a trend in cultural tourism linked to gaming, aiming to convert online gaming effects into lasting offline market impacts [3] Policy Support - National policies are encouraging the penetration of digital technology into various sectors, supporting the development of esports, social e-commerce, and live-streaming e-commerce [3] - Cities like Shanghai have hosted major international esports events, while Beijing is enhancing its esports infrastructure to become a leading venue for esports competitions [3] Regulatory Developments - Beijing has introduced measures to improve the quality of game publishing and reduce approval cycles, enhancing the review capacity for domestic games [4] - Financial incentives are being provided in regions like Xiamen, where original games that receive approval can earn rewards, fostering industry growth [5] - Local governments are creating regional esports IPs and aiming to establish themselves as international esports hubs through systematic planning [5]