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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]
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]