Distribution of eSports market in China 2024, by segment

Distribution of eSports market in China in 2024, by segment

CharacteristicMarket share
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Statistic: Distribution of eSports market in China in 2024, by segment
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Release date

January 2025

Region

China

Survey time period

2024

Supplementary notes

The live-streaming segment covers the streaming revenue of independent game streaming platforms, which includes gaming cooperation, advertising, e-commerce streaming, and other revenues, excluding the extended game streaming revenues from Kuaishou, Bilibili, and other video platforms. 

The tournament & competition segment refers to the revenue of tournament ticket sales and derivatives, advertisements, sponsorship, and copyrights.

The eSports club segment includes the eSports clubs and professional players' derivative income. 

Other refers to eSports training, eSports derivative shows and programs, and other related merchandise. 

Figures may not sum up to 100 percent due to rounding.

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Statistics on " eSports market in China "

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Overview

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Market segments

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Games and tournaments

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Pro teams and players

6

Streaming platforms

6

eSports fans

6

Further related statistics

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