In the first half of the year, China's e -sports industry revenue was 76.497 billion yuan

Author:Yangcheng Evening News Yangche Time:2022.07.23

Text/Yangcheng Evening News all -media reporter Lin Xitu/Interviewee provided

On July 22, it was led by the China Audiovisual and Digital Publishing Association. The co -organized 2022 China Games Oceanic and E -sports Forum was held in Shangyu, Zhejiang. Tang Jiajun, Deputy Secretary-General of the China Audiovisual and Digital Publishing Association, Secretary-General of the Game Working Committee, and chairman of the E-sports Working Committee, officially released the "China E-sports Industry Report from January to June 2022" on the forum, and interpreted the report.

From January to June 2022, China's e -sports industry revenue was 76.497 billion yuan, a year -on -year decrease of 10.12%. The epidemic was the main reason for the decline in the revenue of the e -sports industry. From the perspective of income composition, e -sports games have the highest income, accounting for about 83.29%; live broadcast revenue of e -sports content accounts for about 13.96%, ranking secondary. The income, club revenue and other income accounted for approximately 1.24%, 1.01%, and 0.52%, respectively.

China's e -sports revenue was 63.712 billion yuan, a year -on -year decrease of 11.59%. In the first half of the year, the heat of e -sports decreased, and the changes in user income and the willingness to pay have led to a significant decline in e -sports revenue.

Tang Jiajun said that in addition to the live broadcast, events, clubs and other income of the game income, a total of 12.785 billion yuan, a year -on -year decrease of 2.00%. The decline in the revenue of live broadcast companies, the decrease in the votes of e -sports events and the decrease in peripheral income, and the unable to develop business cooperation between enterprises are the main reasons for decline.

From January to June 2022, the size of Chinese e -sports users was 487 million, a slight decrease year -on -year. This trend is consistent with the changes in the size of the game industry.

According to statistics, in the first half of 2022, all of the e -sports games on the market were end games, 34 mobile games, 7 products were multi -end games, and 3 other e -sports products were web games. Among them, the number of shooting categories is the largest, accounting for 26.09%; the number of multiplayer online tactical competition (MOBA) games is second only to shooting, accounting for 17.39%; the number of sports competitive game products accounts for 10.14%.

Due to the increasingly mature online competition model, from January to June 2022, the number of Chinese e -sports events increased year -on -year, holding a total of 62 items. Due to the epidemic restricting offline activities, nearly half of the events use online competitions. Another 19%of the events adopt a combination of online and offline.

The cities of e -sports events are mainly first -tier cities and new first -tier cities. Shanghai is the city with the largest number of events in the country over the years. In the first half of this year, 39.39%of e -sports events were held in Shanghai, mainly concentrated from January to March. Hangzhou and Suzhou in the Yangtze River Delta rank relatively high.

There are two areas with the number of e -sports companies with more than 10%, namely Guangdong and Shanghai. Beijing, Hainan, Jiangsu, Hunan, Zhejiang and Sichuan account for more than 5%. Due to the obvious aggregation effect of e -sports gaming in Shenzhen and Guangzhou in Guangdong Province, the proportion of e -sports companies in the province accounted for 18.20%, ranking first.

Among the business types of e -sports companies, three types of business types: e -sports game manufacturers, e -sports venues and e -sports events have higher frequencies, accounting for more than 20%.

Source | Yangcheng Evening News • Yangcheng School

Responsible editor | Pan Liang

School pair | Peng Jiye

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