Technology, Economics - mostly around East Asia

Chinese Esports Industry Report For January-June Of 2023

Published on November 10, 2023

Recently, iResearch published a report that details how the esports industry in China is doing from January to June, 2023. The report mainly included the following key points:

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1. In the first half of 2023, the revenue of China's esports industry was 75.993 billion yuan, a year-on-year decrease of 0.66% and a sequential increase of 11.74%.

2. Within the esports industry revenue, esports gaming revenue accounted for 84.84%; live streaming revenue from esports games accounted for 12.03%; income from events, clubs, and other sources accounted for 1.35%, 1.09%, and 0.68%, respectively.

3. China's esports gaming revenue was 64.476 billion yuan, a year-on-year increase of 1.20%.

4. Outside of gaming revenue, China's esports industry's income from live streaming, events, clubs, and other sources totaled 11.517 billion yuan, a year-on-year decrease of 9.92%.

5. The user base of China's esports industry was 487 million, a year-on-year decrease of 0.02%.

6. Among major esports products, shooting games were the most popular, accounting for 26.8% of the market; followed by multiplayer online tactical competition games, accounting for 14.6%; and sports competition games, accounting for 9.8%.

7. By platform, among major esports products, mobile products accounted for 51.2%, client-based products for 35.4%, products for both platforms for 9.8%, and web-based products for 3.6%.

8. From January to June 2023, there were a total of 70 non-exhibition esports events at the provincial level or higher, involving professional players.

9. Of the esports events held from January to June 2023, 51% were conducted entirely offline, 27% used a combination of online and offline formats, and 22% were held online.

10. As of June 2023, there were a total of 191 searchable esports clubs in China.

The report indicates that China's esports industry showed signs of recovery in the first half of 2023, with sequential growth in industry revenue and a relatively stable user base. Moving forward, the esports industry needs to continue its efforts, seize the rare opportunity of "esports entering Asia," address weaknesses, increase social attention, unleash development potential, and under the national push for the digital economy, form a collaborative effort between government, enterprises, and all sectors of society to continuously promote the healthy, orderly, and high-quality development of China's esports industry.

Sources:

https://pdf.dfcfw.com/pdf/H3_AP202306161591029185_1.pdf?1686935851000.pdf