China’s E-sports Industry Garners $11.3B in H1

The latest report for China’s e-sports industry from January to June 2022 was officially released on July 22. The report shows that in the first half of this year, the revenue of China’s e-sports industry was 76.497 billion yuan ($11.31 billion), down 10.12% year-on-year.

The report was released by Tang Jiajun, deputy secretary-general of China Audio-video and Digital Publishing Association, at a forum held on July 22 in Zhejiang Province.

The report shows that e-sports games’ revenue accounted for about 83.29% of the e-sports industry, followed by the 13.96% generated by the live-streaming of e-sports. Competition income, club income and other sources accounted for about 1.24%, 1.01% and 0.52% respectively.

In the first half of this year, the number of e-sports users in China was 487 million, a slight decrease year-on-year, which was consistent with the decline of user scale in the game industry as a whole.

In the first half of this year, among all of the e-sports games currently available in the market, 24 are for PC, 34 are for mobile, 7 are multi-terminal, and 3 are for the web. Of those, 26.09% are shooting games, followed by MOBA games’ 17.39% and sports games’ 10.14%.

Due to the maturity of online competitions, from January to June 2022, the number of e-sports events in China increased year-on-year to 62. The host cities of e-sports events are mainly first-tier cities and newly-made first-tier cities. Shanghai has held the largest number of events in China over the years. In the first half of this year, 39.39% of e-sports events were held in Shanghai, mainly from January to March.

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In addition, e-sports have also made strides in overseas markets. In the first half of the year, most of competitions organized by domestic enterprises were about their own self-developed games. Some competitions held in Japan, Korea, and North America, have become some of the most popular e-sports events in these regions, attracting millions of spectators. In addition, several domestic e-sports games were successfully selected into the official events of the Southeast Asian Games.