When New tournaments Meets New Tech, the Old Friend of Football Has New Stories
14 Jul 2025 12:36

Recently the 2016 China Gaming Industry Report was released and it shows that the actual sales revenue of the Chinese eSports gaming market has reached 5.046 billion yuan, making up 30.5% of total sales from the whole gaming industry in China. 124 million eSports users and its 2.691 billion yuan output value has seen eSports games become an important part of the Chinese gaming industry.
The eSports practitioners suggest that the eSports industry has become an economic bright spot because of its rapid development. However many problems do still exist as the industry expands. On the one hand there is a lack of talents in the eSports industry while on the other hand the industrial chain of eSports games is still at an early stage. There is still great room for improvement in derivatives and event management.
Data shows that the user scale of eSports games: it has had 566 million games played but with only about 50,000 active players. The sales value of eSports games made up 90% of total sales for the Chinese eSports industry in 2015.
With the expansion of the eSports industry, single eSports content has not been able to satisfy the target audiences’ demand. As a result, eSports contexts will be as the core of the business layout and the broadcasting of live games, copyright distribution, and club economics will be among the future priorities of the eSports industry as it develops.
Source: Beijing Business Today
Proofread by Sean O Diobhilin
When New tournaments Meets New Tech, the Old Friend of Football Has New Stories
14 Jul 2025 12:36
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