This report analyzes the current status and characteristics of China’s esports industry and provides an outlook for the industry’s future development.
According to market survey results recently released by analysis and consultancy firm Omdia, the e-sports market with the highest income in the world has changed from the U.S. to China in the past five years.
Last week several prominent non-endemic partnerships surfaced within the League of Legends esports scene, as did a multi-million dollar Series B2 financing round from China’s biggest esports company, VSPN.
Last week, the Chinese esports industry experienced some early summer heat that brought new changes to the scene, witnessing some significant esports announcements from the Beijing government.
Over the past week, the esports industry in China has celebrated the International Labor Holiday by hosting multiple esports competitions for audiences and fans. Shanghai-based tournament organizer Imba TV hosted its $185 thousand Dota 2 i-League at the Shanghai Aegean Shopping Park in front of a limited live audience, while Tencent and VSPN also hosted a two-year anniversary party for Peacekeeper Elite in Chongqing, at which multiple partnerships were signed.
Despite the impact of the recent coronavirus pandemic, China's esports market is projected to reach 140.57 billion yuan in size by the end of 2020.
On Aug. 28 at the 2018 Asian Games held in Jakarta, Team China took down Team of South Korea 3-1 and emerged victorious in the popular video game League of Legends (LoL) during the finals.
Oxford University, one of the oldest universities in the world, will partner with Tencent to offer eSports courses for the first time.