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In the first half of the year, the overall income of e-sports 's industry in China was 75.993 billion yuan, an increase of 11.74 percent over the previous month.

2025-02-28 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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Thank CTOnews.com netizens for the delivery of the trumpet of a salted fish and the clues of Daniel Wu in South China! CTOnews.com July 29 news, the 2023 Global e-sports Conference was held in Shanghai yesterday. Zhang Yijun, first vice chairman of the China Association of Audio, Video and Digital Publishers, released the "China E-Sports Industry report from January to June 2023" and interpreted the report in detail.

Zhang Yijun, Pexels of ▲ Tu Yuan, said that from January to June this year, the overall income of China's e-sports industry was 75.993 billion yuan, down 0.66 percent from the same period last year, an increase of 11.74 percent month-on-month, and the warming trend was visible to the naked eye. In the income composition, e-sports products account for 84.84%; live content accounts for 12.03%. Tournaments, clubs and other revenues accounted for 1.35%, 1.09% and 0.68%, respectively. Data analysis shows that the decline in e-sports 's content live broadcast revenue was the main reason for the decline in overall income in the first half of the year.

From January to June this year, e-sports 's product income was 64.476 billion yuan, an increase of 1.2% over the same period last year. The income of head products has increased steadily, and the income of new products has increased significantly. Revenue from live broadcasts, events, clubs and other sources totaled 11.517 billion yuan, down 9.92 percent from the same period last year. The data show that e-sports 's industry is still in a period of recovery, but it can be expected that its potential will be gradually released in the second half of the year when core events and key events are concentrated.

Among the main e-sports products, shooting accounted for 26.8%; multiplayer online tactical sports accounted for 14.6%; and sports accounted for 9.8%. By platform, mobile products account for 51.2%, client products account for 35.4%, both products account for 9.8%, and web products account for 3.6%.

CTOnews.com learned from the Game work Committee on official account that from January to June this year, there were more than 70 non-performing events attended by professionals at the provincial level, an increase in the number compared with the same period last year. Most of the events are held online to offline. 51% of the events have been held offline, 27% of the events are held online and offline, and 22% of the events are still held online.

From January to June this year, the host cities of offline electronic competitions in China are mainly distributed in the eastern and southern coastal areas, with Shanghai, Chengdu and Suzhou in the top three. Among them, Shanghai accounted for 32.3%, Chengdu and Suzhou accounted for 9.2% and 6.2% respectively.

In terms of e-sports going to sea, from January to June this year, China's e-sports industry continued to expand overseas markets, and the influence of events held in Southeast Asia and other regions is expanding year by year. Some events have become one of the most popular e-sports events in Indonesia, Vietnam and other countries, with the peak number of spectators in a single head event even exceeding 4.2 million. Domestic e-sports products were also successfully selected into the official events of the Southeast Asian Games.

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