In 2016, the overall scale of China's e-sports market reached 40 billion yuan. The growth rate of mobile e-sports exceeded 120%
According to the annual data of the e-sports industry in 2016, the overall size of China's e-sports market in 2016 reached 40 billion yuan, and the number of users reached 170 million. Among them, the e-sports market reached 11.2 billion yuan, with a growth rate of more than 120%.
According to the annual data of the e-sports industry in 2016, the overall size of China's e-sports market in 2016 reached 40 billion yuan, and the number of users reached 170 million. Among them, the e-sports market reached 11.2 billion yuan, with a growth rate of more than 120%.Data shows that in 2016, the total e-sports derivatives and event revenue in the end-game e-sports market reached 4 billion yuan, with a growth rate of 69%. Taking the League of Legends LPL event as an example, end-game e-sports has formed a revenue system that includes multiple monetization methods such as event content broadcast, advertising sponsorship, tickets, star brokerage and peripheral products.
In terms of mobile e-sports, the emergence of competitive products and derivative events such as "Glory of the King" and "Battle of the Ball" has become the main driving force for market scale growth. Among them, the number of visitors to the "Glory of the King" event KPL exceeded 350 million within three months, and the peak number of daily visitors exceeded 8 million. According to official statistics, more than 36 million people participated in real-time interactions while watching the event.
According to industry insiders, the growth in the size of China's e-sports market in 2016 was due to various favorable policies and the layout of the e-sports industry by many game and sports companies such as Tencent and Ali. In the past year, the upstream and downstream of the e-sports industry have been developed, and a more complete industrial chain and independent blood-making capabilities have been formed.
Editor: Nancy