China’s e-Sports Game Market Revenue Exceeds 7.7 billion

Aug 3, 2020 IGaming, Technology

China’s e-sports market is huge and it has exceeded the online casino gaming market such as toto site (토토사이트) in Korea.

At the 2020 China Joy Global E-sports Conference held at the same time, a series of good news made the e-sports and igaming market circle excited. At the meeting, Tencent’s game company Riot Games announced that the 2020 League of Legends World Championship (S10) will begin on September 25, and the championship and runner-up finals will be held at Pudong Football Stadium on October 31. Moreover, next year’s S11 will also settle in China. On the same day, Station B and Riot Games jointly announced the strategic cooperation of League of Legends global events.

How popular is this event in the gaming world? According to official statistics from Riot Games, during the S9 event last year, the average number of viewers per minute reached 21.8 million, with a peak of 44 million. In China, the number of viewers on the Kuaishou platform on the night of the finals reached 25 million.

In addition, although this year’s DOTA2 International Invitational Tournament (TI10) has not yet released the final competition plan, Xiao Hong revealed that the current prize pool has accumulated more than 30 million US dollars, which is straight up to the 34.29 million US dollars of the TI9 competition held in Shanghai last year. The public enthusiasm can be seen.

The competition has landed, and industrial construction is also increasing. Wang Bo, vice president of Tencent, said that he will continue to fully support Shanghai’s construction as a “global e-sports capital”. Tencent e-sports has established a world-class remote production and broadcasting center in Shanghai. Ding Yingfeng, Co-President of NetEase Games, revealed that NetEase announced last year that it would invest 5 billion yuan to build an e-sports ecological park in Shanghai. Construction has already started, including product development, arenas, team development, and other industrial modules that will settle here.

Related reports show that since Shanghai proposed to build the “Global E-sports Capital” in 2017, Shanghai has concentrated more than 80% of the country’s e-sports companies, clubs, teams, and live broadcast platforms. Of the more than 500 influential e-sports events nationwide each year, more than 40% are held in Shanghai.

Data shows that in 2019, China’s e-sports users have exceeded 400 million, and the market size has reached 120 billion yuan.

Upstream and downstream speed up exploration and layout

E-sports needs good products, just like the body needs fresh blood and new blood circulation, it depends on a sound and efficient upstream and downstream industrial chain. Ding Yingfeng believes that talents, as the upstream link, are crucial in the entire e-sports ecosystem. important.

“At present, the talent gap in China’s e-sports industry is as high as 500,000.” Ding Yingfeng said that in the future, NetEase will increase its investment in e-sports talent training. According to him, NetEase has launched two talent incubation programs. Among them, the “NetEase E-Sports Club” for college students has covered more than 150 colleges and universities across the country, and nearly 200 e-sports clubs have been established.

Downstream distribution and transformation also require “powerful”. As a cultural and entertainment activity, the essence of e-sports is still the production and consumption of content. At this conference, Kuaishou Game Manager Tang Yuyu announced the launch of a 5 billion yuan financial support and a 100 billion traffic exposure plan to continue to increase support for game content creation agencies.

As an important ally of Tencent, Kuaishou has always had a pivotal position in the field of the game live broadcast. According to the data, as of May this year, the monthly active users of the Kuaishou game live broadcast have exceeded 220 million, and the monthly active users of game short video have exceeded 300 million. Since last year, Kuaishou has frequently taken action on the live broadcast copyright of top e-sports events, and has now won the live broadcast copyright of the King of Glory Professional Games (KPL). Tang Yuyu said that in the future, Kuaishou will increase its support for the flow of game content and further build Kuaishou’s game live broadcast ecosystem.