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In 2022, e-sports 's industrial income declined for the first time in five years. Tencent said it would cooperate with the competent authorities to launch a national e-sports training base.

2025-03-06 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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Shulou(Shulou.com)11/24 Report--

Thank you CTOnews.com netizen Mr. Aviation for the clue delivery! CTOnews.com February 17 news, according to the financial news agency reported, Tencent game vice president and Tencent e-sports general manager Hou Miao today in the first annual meeting of the industry speech, said that this year's Asian Games is one of the events they are very much looking forward to, e-sports is expected to become one of the most popular events of this Asian Games. Hou Miao also announced that they will cooperate with the competent authorities to launch a national-level training base and professional game information services.

It is reported that Tencent E-sports will take the Asian Games as an opportunity to not only improve the hardware facilities, referees, moving lines, spatial layout, stage effects and other technical levels in the stadium, but also constantly improve off-site virtual rendering, remote production and streaming media distribution and other technical means. At the same time, it plans to launch more e-sports derivative content to drive new consumption and promote the development of the real economy.

CTOnews.com learned that at the 2022 China E-sports Industry Annual Conference held this morning, China Audiovisual and Digital Publishing Association and others released the 2022 China E-sports Industry Report. According to the Report, the revenue of the e-sports industry in 2022 was 144.503 billion yuan, down 14.01% year-on-year, the first decline in five years. The revenue of e-sports games was 117.802 billion yuan, down 15.96% year-on-year.

In 2022, the number of e-sports users is about 488 million, down 0.33% year-on-year. Male users account for 56.40% and female users account for 43.60%. The age of users is concentrated in 25-34 years old, accounting for 38.10%;45 years old and above are the least, accounting for only 8.10%. Among them, shooting, multi-player online tactical competition and sports competition ranked in the top three, accounting for 25.70%, 17.10% and 10.00% respectively.

In 2022, mobile products accounted for 50.70%; client-side products accounted for 34.80%; mobile and client-side versions accounted for 10.10%; and page-based products accounted for 4.40%.

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