Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Esports

Streaming - China

China
  • In China, revenue in the Streaming market is projected to reach US$40.5m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 12.45%, leading to a projected market volume of US$72.9m by 2029.
  • With a projected market volume of US$40.5m in 2024, the majority of revenue is generated China.
  • In [globalrevenue_currentlayer_yeartoday_maxcountrynameprep]'s Streaming market, the number of users is anticipated to reach 237.8m users by 2029.
  • User penetration China will be 14.1% in 2024 and is projected to rise to 16.8% by 2029.
  • The average revenue per user (ARPU) in this market is expected to reach US$0.2.
  • In China, the rapid rise of mobile gaming has significantly amplified the popularity of streaming platforms within the eSports market, fostering a vibrant digital community.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live broadcast content
  • Professional gamers
  • Gaming related content

Out-Of-Scope

  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
Esports: market data & analysis - Cover

Market Insights report

Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in China is experiencing considerable growth, driven by factors such as the increasing popularity of streaming platforms, growing interest in competitive gaming, and the convenience of online access. This growth rate is impacted by the growing number of players and viewers, as well as the increasing investment and support from both domestic and international companies.

    Customer preferences:
    The rise of online streaming platforms has transformed the eSports market in China, with consumers increasingly turning to these platforms for live broadcasts of gaming tournaments and events. This trend is fueled by the growing popularity of eSports among younger demographics and the increasing accessibility of internet and mobile devices. Additionally, advancements in technology have enabled a more immersive and interactive viewing experience, further enhancing the appeal of streaming within the eSports market.

    Trends in the market:
    In China, the eSports market is experiencing significant growth, with the streaming market playing a crucial role. With the rise of online gaming and the popularity of eSports tournaments, streaming platforms such as Douyu and Huya have become go-to destinations for Chinese gaming enthusiasts. This trend is expected to continue, with an increasing number of players and viewers joining the eSports community. This presents a significant opportunity for industry stakeholders, including streaming platforms, game publishers, and advertisers. As the streaming market continues to expand, it will likely lead to more partnerships and collaborations between players, teams, and brands, driving the overall growth of the eSports market in China.

    Local special circumstances:
    In China, the Streaming Market within the eSports Market is heavily impacted by the country's strict regulations on online content and internet usage. This has led to the rise of domestic streaming platforms, such as Huya and Douyu, which cater specifically to the Chinese market. Additionally, the popularity of eSports in China is also influenced by the country's cultural values, with gaming being seen as a form of socializing and community building. These factors contribute to the unique landscape of the Chinese Streaming Market within the eSports Market.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in China is significantly impacted by macroeconomic factors such as the country's economic growth, government policies, and technological advancements. China's robust economic growth and increasing disposable income have led to a rising demand for online entertainment, including eSports streaming. Additionally, the Chinese government has been actively promoting the eSports industry, providing regulatory support and investment in infrastructure. However, challenges such as regulatory restrictions and limited funding for eSports development in some regions may hinder market growth. Furthermore, the growing popularity of eSports among the younger generation in China and the increasing availability of advanced technologies are driving the demand for streaming services in the eSports market.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Esports: market data & analysis - BackgroundEsports: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    eSports market - statistics & facts

    The rapidly growing phenomenon surrounding eSports continues to gather steam. The intersection of gaming and sports offers an innovative wave of branding opportunities, engaging content and activations for millions across the world. It therefore comes as no surprise that the size of the global eSports market is expected to increase more than fivefold between 2023 and 2032, reaching a value of over 10 billion U.S. dollars within the next ten years.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.