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  2. Dec 20, 2023 · China’s eSports market has been expanding so quickly that it is difficult to measure its value. Estimations range from one billion to well over 20 billion dollars with a userbase exceeding 480...

  3. Mar 6, 2024 · Roughly 490 million people in China are into eSports. 500,000 people are working in the eSports industry in China. Shanghai is the top city in Asia for eSports, with over 40% of events organized yearly. Women shared 38% of the gaming population in Asia at 494 million.

    • How many people work in China's eSports industry?1
    • How many people work in China's eSports industry?2
    • How many people work in China's eSports industry?3
    • How many people work in China's eSports industry?4
    • How many people work in China's eSports industry?5
  4. Aug 2, 2024 · With 668 million players spending an average of 453 yuan each on video games, China boasts the world's most lucrative gaming market. On one hand, rising consumer spending and active investment...

  5. Oct 28, 2022 · In 2021, China’s esports market size was about RMB 167.3 billion, according to iResearch. China also has the highest number of active esports players and tournament viewership thanks to new technologies with mobile devices and live streaming.

    • Highlights
    • Introduction
    • China's Esports Industry
    • China’s Esports Industry Scale and Structure
    • Key Research Areas For China’s Esports Industry
    • Conclusion
    • References
    China's esports industry is significant
    Key policies made by the Chinese Government has enabled further expansion of the sector
    Areas of further research such as technology, player health and education are critical to sustainable growth.

    Whether esports are sports events has always been widely disputed in academia: Hilvoorde (2016) believes that esports lacks directly visible physical interactions whereas others find that it has yet to develop physical training and a stable institution . Esports is more included in the wider field of electronic games for research purposes . However...

    The esports industry can be seen as a derivative of the online video games industry which continues to expand. In recent years, with the popularization of mobile esports games, esports traffic has seen explosive growth. China's esports industry is rapidly developing (Figure 1) with an annual compound growth rate of 132.2%, reaching 102.8 billion yu...

    China’s esports industry scale

    Based on the fact that the esports industry integrates with developed cities first, it is possible to create a comparison of China's esports industry based on the aforementioned value of 102.8 billion yuan in the context of the sports industry and full city economies within China according to first-tier cities and new first-tier cities (Figure 4). The so-called "first-tier" and "new" cities rank 338 cities at and above the prefecture level in China based on five indicators: concentration of b...

    Policy support

    The world esports industry appears to be shifting towards China in terms of the market revenue and viewing figures. Driven by the opening of broadcast platforms and the expansion of advertising sponsorships, the economic value of fans and the competition itself is likely to expand further. At present, esports has brought huge internet traffic and formed a fan-based economy. On the one hand, it can enable traditional businesses to carry out online sales while on the other hand it has formed so...

    The current situation of China’s esports industry structure

    As mentioned above, we divide the esports industry into ten major industry statistical subcategories based on the sports industry statistical classification standards issued by the National Bureau of Statistics of China. Through cooperation with local governments, we have obtained multi-dimensional data of industry, commerce, tax etc. of regional esports enterprises on the basis of signing confidentiality agreements. Based on the classification standard of industry statistics of the State Bur...

    Research into standardization within esports

    At present, China carries out approval and management at the national level for game releases with control of the scale and quantity by issuing the edition numbers. State regulators have yet to formally distinguish esports from online games. From the perspective of the long-term development of the esports industry, the technical standards of esports games need to be established urgently so as to be strictly defined and distinguished from the traditional online games. Esports is indeed poorly...

    Research on 5G technology and new mode of esports

    5G has higher speed and reliability, supports more devices to connect with each other safely and quickly, and provides technical support for creating a brand-new three-dimensional digital environment . By introducing more advanced and reliable technologies, it meets the demand of mobile traffic growth and solves the problem of 4G which cannot support the real-time transmission of ultra-high definition video with resolution of 2K or above. Additionally 5G brings development opportunities for V...

    Research into the esports league and clubs

    Unlike traditional professional sports, esports is a competitive sport based on online communities. There is a lack of long-term follow-up research on the economics and management theories on professional esports leagues and esports clubs despite work into communication and marketing theories for esports events and traditional sports . Due to the lack of data, the internal operations of esports leagues and the levels of scale have not been tracked. The study of China's esports league is helpf...

    China's sports and esports industries have developed rapidly. As the world's largest esports consumer market, China has formed an esports industry that is becoming a significant area of revenue and employment for the nation. This is particularly important as it has captured a younger demographic which may well provide sustained employment during th...

    Hilvoorde I, Pot N. Embodiment and fundamental motor skills in esports. Sport, Ethics and Philosophy. 2016:1-14.
    Schary DP, Wozniak T, Jenny SE, Morrow GS. Short- and long-term retention of challenge course outcomes: A classroom-based longitudinal study. Recreational Sports Journal. 2016;40(2):152-64.
    Taylor NT. Now you’re playing with audience power: The work of watching games. Critical Studies in Media Communication. 2016;33(4):293-307.
    Yue Y. Research on esports and esports industry in the new era Sports Science. 2018;38(4):8-21.
    • Yang Yue, Wang Rui, Samantha Chiang Siu Ling
    • 2020
  6. Jan 7, 2023 · According to the International Journal of Esports in 2020, “a record-breaking 145,000 employees have entered esports related jobs in China, while the total number of jobs in China’s esports industry is 450,000.”

  7. Moving beyond revenue, the Esports market in China is also anticipated to witness a significant increase in the number of users, which is projected to reach 245.6m users by 2029.

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