中國(guó)電子競(jìng)技行業(yè)市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5實(shí)況足球_第1頁(yè)
中國(guó)電子競(jìng)技行業(yè)市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5實(shí)況足球_第2頁(yè)
中國(guó)電子競(jìng)技行業(yè)市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5實(shí)況足球_第3頁(yè)
中國(guó)電子競(jìng)技行業(yè)市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5實(shí)況足球_第4頁(yè)
中國(guó)電子競(jìng)技行業(yè)市場(chǎng)前景及投資研究報(bào)告-培訓(xùn)課件外文版2024.5實(shí)況足球_第5頁(yè)
已閱讀5頁(yè),還剩43頁(yè)未讀, 繼續(xù)免費(fèi)閱讀

下載本文檔

版權(quán)說(shuō)明:本文檔由用戶提供并上傳,收益歸屬內(nèi)容提供方,若內(nèi)容存在侵權(quán),請(qǐng)進(jìn)行舉報(bào)或認(rèn)領(lǐng)

文檔簡(jiǎn)介

DIGITAL

&

TRENDSeSportsmarketinChinaCHAPTER

01OvervieweSportsmarketrevenueworldwidefrom2020to2025(inmillionU.S.dollars)RevenueoftheglobaleSportsmarket2020-20252,0001,8001,6001,4001,866.21,3841,136.51,2009961,00080060040020002020202120222025*4Description:Theterm"eSports"ischaracterizedbyregionalorinternationalvideogamingeventsinwhichprofessionalandamateurplayerscompeteagainsteachother.In2022,theglobaleSportsmarketwasvaluedatjustover1.38billionU.S.dollars.Additionally,theeSportsindustry'sglobalmarketrevenuewasforecasttogrowtoasmuchas1.87billionU.S.dollarsin2025.AsiaandNorthAmericacurrentlyrepresentthelargesteSportsmarketsintermsofrevenue,withChinaalone[...]

ReadmoreNote(s):Worldwide;2020to2022;*Forecast.ReadmoreSource(s):Newzoo;SportsBusinessJournaleSportsaudiencesizeworldwidefrom2020to2025,bytypeofviewers(inmillions)WorldwideeSportsviewernumbers2020-2025,bytypeeSportsenthusiastsOccasionalviewers700600500322.7400270.9249.5220.53002001000318.1261.22022240215.2202020212025*5Description:TheeSportsmarkethasboomedinrecentyearswithmoreandmoreviewerstuningintowatchtheirfavoritegamesbeingplayedbysomeofthebestgamersintheworld.By2025,thereareexpectedtobeover318millioneSportsenthusiastsworldwide,asignificantincreasefromthe215.2millionin2020.Additionally,some322.7millionpeopleareforecasttobeoccasionalviewersofeSportsby2025.ReadmoreNote(s):Worldwide;2020to2022;*Forecast.ReadmoreSource(s):Newzoo;SportsBusinessJournaleSportsmarketrevenueworldwidein2021,byregion(inmillionU.S.dollars)GlobaleSportsmarketrevenue2021,byregion400360.135030025020015010050243205.80ChinaUnitedStatesWesternEurope6/statistics/443147/estimate-of-global-market-revenue-of-esports-by-regionThisstatisticshowsanestimateoftherevenuesgeneratedintheeSportsmarketworldwidein2021.ChinawasanticipatedtobethelargesteSportsmarketworldwidein2021,generatinganestimated360.1millionU.S.dollarswithintheindustry.

ReadmoreNote(s):Worldwide;2021Source(s):Newzoo;PocketGMarketsizeofeSportsmarketinChinafrom2019to2022withestimatesuntil2025(inbillionyuan)MarketvalueofeSportsinChina2019-2025250197.5200186.6171.9167.3157.9147.415010050113.6020192020202120222023*2024*2025*7Description:Asiancountries,suchasSouthKoreaandChina,arethefastestgrowingmarketsforeSports.In2022,themarketsizeofeSportsgamesinChinaamountedtoapproximately158billionyuan.eSportsisaformofvideogamecompetitionplayedforspectators.SuchatournamentoftenoffersaprizepoolofoveradozenmillionU.S.dollars.ReadmoreNote(s):China;2019to2022;*Estimate.Oneyuanequalsapproximately0.14U.S.dollarsand0.13euros(asofJune2023).

Themarketrevenuefiguresinclude:1.ClienteSportsgamemarketsize,includingtotalconsumptionofclienteSportsgame[...]

ReadmoreSource(s):iResearchValueofdomesticeSportsinvestmentinChinafrom2017to2022(inbillionyuan)AmountofdomesticeSportsinvestmentinChina2017-202287.17654.52432102.442.280.680.172017201820192020202120228Description:In2022,therewerethreedomesticinvestmentdealscompletedinChina'seSportsindustry,totalingavalueof170millionyuan.Overall,gaminginvestmentamountedto13.7billionyuanwhereas9.7.billionyuanwasinvestedinmetaverse-relatedbusiness.ReadmoreNote(s):China;2017to2022Source(s):iResearchNumberofeSportsusersinChinafrom2016to2022(inmillions)eSportsusernumberinChina2016-2022600487.86489.164885004003002001000444.93428.23364.42300.8920162017201820192020202120229Description:Aroundtheglobe,eSportsisrapidlygainingpopularitywithmillionsoffansandbillionsofdollarsupforgrabs.Thecompetitive,organizedvideogaminghadattracted488millionusersinChinain2022.ThecountryhasbecomeoneofthelargesteSportspowerhousesintheworld,withrisingnumbersoffemaleviewersandplayersineSportsleagues.ReadmoreNote(s):China;2016to2022Source(s):ChinaAudio-videoandDigitalPublishingAssociation;GammaDataCHAPTER

02MarketsegmentsMarketsizeofeSportsgamemarketinChinain2022,bysegment(inbillionyuan)MarketvalueofeSportsgamesinChina2022,bysegment1816141216.811.110.61086420eSportstournamentsandrelatedeSportsstreamingeSportsderivativesandrelated11Description:Asiancountries,suchasSouthKoreaandChina,arethefastestgrowingmarketsforeSports.In2022,themarketsizeofeSportsstreaminginChinaamountedtoapproximately16.8billionyuan.eSportsisaformofvideogamecompetitionplayedforspectators.SuchatournamentoftenoffersaprizepoolofoveradozenmillionU.S.dollars.ReadmoreNote(s):China;2022Source(s):iResearchDistributionofeSportsmarketinChinain2022,bysegmentDistributionofeSportsmarketinChina2022,bysegmentMarketshare0%5%10%15%20%25%30%35%40%45%50%eSportsstreamingeSportsderivativesandrelatedeSportstournamentsandrelated43.6%28.8%27.5%12Description:Asiancountries,suchasSouthKoreaandChina,arethefastestgrowingmarketsforeSports.In2022,theeSportsstreamingsegmentaccountedforabout43.6percentoftheeSportsindustryinChina.eSportsisaformofvideogamecompetitionplayedforspectators.SuchatournamentoftenoffersaprizepoolofoveradozenmillionU.S.dollars.ReadmoreNote(s):China;2022Source(s):iResearch;DistributionoftheeSportsmarketrevenueinChinain2022,byrevenuechannelShareofeSportsmarketrevenueinChina2022,byrevenuechannelCompetitionrevenue1.32%Clubrevenue1.25%Other0.63%Livebroadcastrevenue15.28%Gamerevenue81.52%13Description:In2022,approximately15.3percentofChina'seSportsmarketrevenuewasgeneratedbylivebroadcast.Two-thirdsoftheeSportscompetitionswereorganizedeitheronlineorinahybridmodeinChina.

ReadmoreNote(s):China;2022Source(s):ChinaAudio-videoandDigitalPublishingAssociation;GammaData;SMarketsizeofmobileeSportsgamesinChinafrom2015to2022withestimatesuntil2025(inbillionyuan)MarketsizeofmobileeSportsinChina2015-20251201008098.59488.388.581.975.9604020055.545.730.316.35.1201520162017201820192020202120222023*2024*2025*14Description:In2022,themarketsizeofChina'smobileeSportssectoramountedtoaround82billionyuan.ThemobileeSportssectorhasbeengrowingsteadilybeforethecoronaviruspandemic.IndustryobserversexpectedHangzhouAsianGames2023,whichfeaturesseveneSportsevents,willdrawmorenon-gamerstowatcheSportstournaments.ReadmoreNote(s):China;2015to2022;calculationwasbasedonthefinancialresultspublishedbyrelatedenterprisesandinterviewswithexpertsiniResearchstatisticalforecastmodel;*Estimate.Oneyuanequalsapproximately0.14U.S.dollarsand0.13[...]

ReadmoreSource(s):iResearchMarketsizeofclientnetworkeSportsgamesinChinafrom2017to2022withestimatesuntil2025(inbillionyuan)MarketsizeofclienteSportsgamesinChina2017-20254540414038.837.536.535.2353025201510533.130.630.102017201820192020202120222023*2024*2025*15Description:ChinahasbecomeoneoftheleadingeSportsmarketsintheworldintermsofaudiencesizeandthevalueofprizewonbyprofessionalplayers.In2023,themarketrevenueofChina'sclientnetworkeSportsgamingwasestimatedtoincreasetoabout38.8billionyuan.ReadmoreNote(s):China;2017to2022;calculationwasbasedonthefinancialresultspublishedbyrelatedenterprisesandinterviewswithexpertsiniResearchstatisticalforecastmodel;*Estimate.Oneyuanequalsapproximately0.14U.S.dollarsand0.13[...]

ReadmoreSource(s):iResearchRevenueshareofeSportsmarketinChinain2022,bygamegenreRevenueshareofeSportsgamesinChina2022,bygenreRevenueshare0%5%10%15%20%25%30%ShootinggamesMultiplayeronlinebattlearena(MOBA)Sportsgames25.7%17.1%10%Roleplayinggames(ARPG/MMORPG)Cardgames8.7%7.1%7.1%Strategygames(includingSLG)Chessgames5.7%Racegames4.3%4.3%CombatgamesOthers10.14%16Description:InChina,eSportsisrapidlygainingpopularityandscope.In2022,shootinggamesrankedthefirstintheChineseeSportsgamingmarket,accountingforaround26percentofthemarketrevenue.Multiplayeronlinebattlearena(MOBA)andsportsgameswereothermajorcontributorsinthemarket.ReadmoreNote(s):China;2022Source(s):ChinaAudio-videoandDigitalPublishingAssociation;GameCommitteeofthePublishersAssociationofChina;GammaData;Website(.tw)CHAPTER

03GamesandtournamentsLeadingeSportsgamesworldwidein2022,bycumulativetournamentprizepool(inmillionU.S.dollars)LeadingeSportsgamesworldwide2022,bytournamentprizepoolTotalprizepoolinmillionU.S.dollars05101520253035Dota2ArenaofValor32.8532.73PlayerUnknown`sBattlegroundsMobileFortnite23.4216.2Counter-Strike:GlobalOffensiveLeagueofLegends:WildRiftRocketLeague16.1113.39.41PlayerUnknown`sBattlegroundsRainbowSixSiege8.428.047.7LeagueofLegends18Description:TheeSportsgamewiththegreatesttournamentprizepoolin2022wasDota2,exhibitingacumulativeprizepoolvaluedat32.85millionU.S.dollars.Thiscumulativeprizepoolonlyslightlyhigheroftherunnerup,ArenaofValor,whichhadacumulativeprizepoolof32.73millionU.S.dollarsduringthisperiod.ReadmoreNote(s):Worldwide;2022Source(s):eSportsEarningsPeakviewersofleadingeSportstournamentsworldwideasofNovember2022(inmillions)LeadingeSportstournamentsworldwide2019-2022,bypeakviewersNumberofpeakviewersinmillions0123456FreeFireWorldSeries2021SingaporeLeagueofLegends2022WorldChampionshipLeagueofLegends2021WorldChampionshipLeagueofLegends2019WorldChampionshipLeagueofLegends2020WorldChampionshipPUBGMobileGlobalChampionshipSeason0MobileLegendsM3WorldChampionship2021MobileLegendsM2WorldChampionship2021MobileLegendsMPLIDSeason95.415.154.023.993.883.83.193.082.85MobileLegendsMLBBSoutheastAsiaCup2022CS:GOPGLMajorStockholm20212.82.752.74Dota2TheInternational2021FreeFireContintenalSeries2020Asia2.5719Description:TheeSportsmarkethasexplodedinrecentyearswithmoreandmoreviewerstuningintowatchthebestgamersintheworlddobattle.The2021FreeFireWorldSeries,aGarenaFreeFiretournamenthostedbySingapore,becamethemostwatchedeSportseventofalltime,witharecorded5.41millionpeakviewers.Thesecondmostviewedtournamentwasthe2020LeagueofLegendsWorldChampionship,withalmost5.15millionpeakviewers.

ReadmoreNote(s):Worldwide;July2019toNovember2022;ChinesestreamingplatformswerenotincludedinthestatisticsSource(s):ESCAmountofprizemoneywonbyprofessionaleSportsteamslocatedinChinaasofMarch2021,bygame(inmillionU.S.dollars)PrizewinningofeSportsproteamsfromChina2021,bygameEarningsinmilliionU.S.dollars01020304050607080Dota2LeagueofLegendsHeroesoftheStormOverwatch69.1310.173.262.52Couter-Strike1.53RocketLeague*

0.0120/statistics/1222329/china-esports-pro-team-earnings-by-gameAsofMarch2021,proeSportsteamsplayingundertheflagofChinahadearnedatotalprizemoneyofabout69millionU.S.dollarsfromDota2leagues.PSG.LGD,Newbee,andWingsGamingwerethemostsuccessfulDota2squadslocatedinChina.ReadmoreNote(s):China;asofMarch17,2021;373teamswerecovered;*Theoriginalfigurewas2,376U.S.dollars.Thepublicationdatewasnotprovidedbythesource.Thereleasedatestatedhereisthedateofdataaccess.Figureshavebeenroundedfor[...]

ReadmoreSource(s):esportsflagPopulargamegenresamongeSportsusersinChinaasofMay2023FavoritegamegenresamongeSportsfansinChina2023Shareofrespondents0%10%20%30%40%50%60%70%80%Multiplayeronlinebattlearena(MOBA)OnlinebattlearenaShootersRacingAutochessCardgamesStrategyFightingAsymmetricbattlearenaSports21Description:AccordingtoasurveyonChineseeSportsfansconductedinMay2023,MOBAgames,alsoknownasmultiplayeronlinebattlearena,werethemostpopulareSportsgamegenre.Almost75percentofrespondentsmainlyfollowedsuchgamesinthelast12monthspriorthesurveyperiod.SomefamousMOBAtitlesareLeagueofLegends,Dota2,andHonorofKings.ReadmoreNote(s):China;May2023;1,500eSportsusersSource(s):iResearchShareofonlineandofflineeSportstournamentsinChinain2022OnlineshareofeSportsmatchesinChina202240%35%30%25%20%15%10%5%38%31%31%0%OnlineOfflineOnlineandoffline22Description:In2022,therewere108eSportstournamentsinChina.Two-thirdsofthematchestookplaceeithercompletelyonlineorinahybridform.Thecompetitive,organizedvideogaminghadattracted487millionusersinthecountry.

ReadmoreNote(s):China;2022Source(s):ChinaAudio-videoandDigitalPublishingAssociation;GammaData;SCHAPTER

04ProteamsandplayersLeadingeSportscountriesrankedbynumberofactiveeSportscompetitionplayersworldwidein2022LeadingeSportscountriesrankedbynumberofactiveplayers2022Numberofactiveplayers05001,0001,5002,0002,5003,0003,5004,000UnitedStatesChina3,7311,710Brazil1,380Republicof?KoreaFrance1,0411,020966888GermanyUnitedKingdomRussianFederationJapan752743732720VietnamIndonesiaThailandAustralia66866124Description:TheUnitedStateswastheleadingeSportscountryworldwideaccordingtothenumberofactiveeSportscompetitionplayersin2022.TheU.S.ledthelistwithmorethan3.7thousandactivecompetitionplayers,followedbyChinaandBrazilwith1.7thousandand1.38thousandprofessionaleSportsplayersrespectively.ReadmoreNote(s):Worldwide;2022Source(s):eSportsEarningsNumberofChineseprofessionalplayersactiveineSportstournaments2002toAugust2023NumberofactiveChineseeSportsplayers2002-20231,8001,6001,4001,2001,0008001,7091,5531,3781,3571,3481,2591,2311,1557536004494002842541492000102959710410791781972002

2003

2004

2005

2006

2007

2008

2009

2010

2011

2012

2013

2014

2015

2016

2017

2018

2019

2020

2021

2022

YTD202325Description:ChinahasbeenactivelyparticipatingininternationaleSportstournamentsovertherecentdecade.In2022,therewere1,709ChineseplayersactiveintheeSportsarena.MostofthetopgamerswerespecializedinplayingDota2,amultiplayeronlinebattlearena(MOBA)videogame.ReadmoreNote(s):Worldwide,China;2002toAugust2023Source(s):eSportsEarningsTotalamountofprizemoneywonbyChinesecompetitorsineSportstournamentsfrom2002toAugust2023(inmillionU.S.dollars)AmountofprizemoneywonbyChineseeSportsplayers2002-202360504048.3245.223024.0322.6821.5820.6918.282010014.6612.4412.612.262.50.730.01

0.03

0.19

0.220.36

0.220.30.34

0.342002

2003

2004

2005

2006

2007

2008

2009

2010

2011

2012

2013

2014

2015

2016

2017

2018

2019

2020

2021

2022

2023YTD26Description:ChinahasbeenactivelyparticipatingininternationaleSportstournamentsandgainedsignificantachievementsovertherecentdecade.Accordingtotheestimates,ChineseeSportsplayerswonatotalprizeof45millionU.S.dollarsin2022,rankingfirstworldwide.ReadmoreNote(s):Worldwide,China;2002toAugust2023Source(s):eSportsEarningsLeadingeSportsprofessionalplayersinChinaasofAugust2023,byoverallearnings(inmillionU.S.dollars)LeadingChineseeSportsplayers2023,byoverallearningsOverallearningsinmillionU.S.dollars1.5

2.0

2.50.00.51.03.03.54.04.5Ame(WangChunyu)y`(ZhangYiping)3.913.873.85Faith_bian(ZhangRuida)SomnusM(LuYao)fy(XuLinsen)3.273.07KaKa(HuLiangzhi)iceice(LiPeng)2.552.01Chalice(YangShenyi)Shadow(ChuZeyu)bLink(ZhouYang)21.981.9627Description:AsofAugust1,2022,WangChunyu,alsoknownasAme,wasthehighestearningChineseeSportsplayer.Accordingtotheestimates,the25-years-oldplayerearnedaround3.9millionU.S.dollarsthroughouthisrecordedeSportsgamingcareer.ZhangYipingtookthesecondspotwith3.87millionU.S.dollars,followedbyZhangRuidaandLuYao.MostofthetopChineseeSportsgamerswerespecializedinplayingDota2,amultiplayeronlinebattlearena(MOBA)videogame.

ReadmoreNote(s):China;asofAugust1,2023;figuresareestimatesSource(s):eSportsEarningsMostsuccessfuleSportsplayersinDota2fromChinaasofAugust1,2023,byprizemoneyearned(inmillionU.S.dollars)All-timehighest-earningDota2playersinChina2023PrizemoneyinmillionU.S.dollars0.00.51.01.52.02.53.03.54.04.5Ame(WangChunyu)y`(ZhangYiping)3.913.873.85Faith_bian(ZhangRuida)SomnusM(LuYao)fy(XuLinsen)3.273.07KaKa(HuLiangzhi)iceice(LiPeng)2.552.01Chalice(YangShenyi)Shadow(ChuZeyu)bLink(ZhouYang)21.981.9628Description:AsofAugust1,2023,WangChunyu,alsoknownasAme,wasthemostsuccessfulChineseDota2playerofalltime,earninganaccumulatedprizemoneyof3.9millionU.S.dollars.Thefollower-upwenttoZhangYiping,goingbytheplayerIDy`,withatotalofabout3.87millionU.S.dollars.MostofthetopChineseeSportsgamerswerespecializedinplayingDota2,amultiplayeronlinebattlearena(MOBA)videogame.ReadmoreNote(s):China;asofAugust1,2023Source(s):eSportsEarningsMostsuccessfuleSportsplayersinCounter-Strike:GlobalOffensivefromChinaasofAugust1,2023,byprizemoneyearned(in1,000U.S.dollars)All-timehighest-earningCS:GOplayersinChina2023PrizemoneyinthousandU.S.dollars050100150200250300somebody(XuHaowen)Summer(CaiYulun)AttackeR(ShengYuanzhang)DD(WuHui)268.2214.47209.2201.3193.86Mo(LiuKe)advent(LiangZhuo)zhokiNg(ZhongWeijie)savage(LiuBin)161.19148.63104.6597.8695.15LOVEYY(BaiKunhua)aumaN(LiuZhihong)29Description:AsofAugust1,2022,XuHaowen,alsoknownas"somebody",wasthemostsuccessfulChineseeSportsplayerinCounter-Strike:GlobalOffensive(CS:GO)tournaments,earninganaccumulatedprizemoneyof268,200U.S.dollars.Thefollower-upwenttoCaiYulun,goingbytheplayerIDSummer,withatotalofabout214,500U.S.dollars.DanishplayerPeterRasmussenwasthehighestearnerinCS:GOintheworld,withovertwomillionU.S.dollarsamassedasofAugust2023.

ReadmoreNote(s):China;asofAugust1,2023Source(s):eSportsEarningsCHAPTER

05StreamingplatformsMonthlyactiveusersofpopulareSportsstreamingappsinChinainJuly2023(inmillions)LeadingeSportslive-streamappsinChina2023,basedonMAUsNumberofusersinmillions15051020253035HuyaDouyuLiveHuajiao30.525.810.25QQEGameChushouCC1636.381.861.521.020.73ZhanQiHuomao31Description:HuyahasbecomethelargeststreamingplatformforeSportsstreaminginChina.AsofJuly2023,thegamestreamingapphadamassedabout30.5millionofmonthlyactiveusersinthecountry.Twitch,Youtube,Facebook,andMixeraretheplatformshavingthehighestnumberofeSportsviewershipoutsideChina.ReadmoreNote(s):China;asofJuly2023;onlyplatformsspecializedingamestreamingwereincludedSource(s):iiMediaResearchNetrevenuebreakdownofthelivestreamingplatformHuyaInc.inChinabetween2016and2022,bysegment(inmillionyuan)Huya'snetrevenueinChina2016-2022,bysegmentLivestreamingAdvertisingandothers12,00010,0008,0006,0004,0002,00001,165.2410,186.22021602.751,024.568,195.91398.2910,311.62220.67,976.214,442.85115.282,069.544.93791.9820162017201820192020202232Description:Thefast-growingeSportsmarketinChinaiscurrentlydominatedbytwolivestreamingplatforms,HuyaandDouyu.In2022,thelivestreamingrevenuesofHuyaamountedtoaround8.2billionyuan,indicatingadropfromthepreviousyear.

ReadmoreNote(s):China;2016to2022Source(s):HuyaNumberofusersontheChineselivegamestreamingplatformHuyaLiveinthe1stquarter2023(inmillions)NumberofHuyaLiveusersQ12023,bytypeNumberofusersinmillions30

40010205060708090AverageMAUsonmobileapps82.1Totalpayingusers5.233Description:Thefast-growingeSportsmarketinChinaiscurrentlydominatedbytwolivestreamingplatforms,HuyaandDouyu.Inthefirstquarterof2023,HuyaLivehadamassedaround5.2millionofpayingusers,decreasingfrom5.9millioninthecorrespondingquarterofthepreviousyear.ReadmoreNote(s):China;Q12023Source(s):HuyaLivestreamingrevenueofDouyuHoldingsfrom2017to2022(inmillionyuan)LivestreamingrevenueofDouyuHoldings2017-202210,0009,0008,0007,0006,0005,0004,0008,852.28,596.66,797.36,617.33,147.23,0002,0001,00001,521.820172018201920202021202234Description:In2022,theChinesecompanyDouyuHoldingsgeneratedabout6.8billionyuanofrevenuefromitslivestreamingbusiness,whichaccountedfor95.6percentofitsannualrevenue.Thecompanyownsthegame-centriclivestreamingplatformDouyuLive.Itslivestreamingrevenueincludessalesofvirtualgiftsduringlivestreaming,advertisementservices,andothers.ReadmoreNote(s):China;2017to2022Source(s):DouYuNumberofusersontheChinesegamelivestreamingplatformDouyuLivein4thquarter2022(inmillions)NumberofDouyuLiveusersQ42022,bytypeNumberofusersinmillions150

200

250050100300350400450500TotalregisteredusersAveragemobileMAUs471.857.4AveragemobileeSportsMAUs28.335Description:Inthelastquarterof2022,Douyurecordedanaveragenumberof28.3millionmobileeSportsmonthlyactiveusersonitsplatform,representing8.8millionlessthanthecorrespondingquarterinthepreviousyear.DouyuisoneofthelargesteSportsandgamelivestreamingplatformsinChina.ReadmoreNote(s):China;Q42022;*FigureswereforQ42022.ReadmoreSource(s):DouYuCHAPTER

06eSportsfansShareofeSportsusersinChinain2022,bygenderGenderdistributionofeSportsusersinChina2022Female43.6%Male56.4%37Description:InChina,competitivevideogamingisrapidlygainingpopularityandscope.MorefemaleshavebecomeprofessionaleSportsgamersandenthusiasts.In2022,femalesaccountedforabout44percentofthetotaleSportsusersinChina.

ReadmoreNote(s):China;2022Source(s):ChinaAudio-videoandDigitalPublishingAssociation;GammaDataShareofeSportsusersinChinain2022,byagegroupAgedistributionamongeSportsusersinChina202245%40%35%30%25%20%15%10%5%38.1%27.9%25.9%8.1%0%Under25years25to34years35to44yearsOver44years38Description:TheelevationofcertainkindsofvideogamestothestatusofeSportsbirthedan"audience"justlikeanyothersports.InChina,around28percentofeSportsuserswerebelow25yearsold,whereasabout8.1percentwereolderthan44years.

ReadmoreNote(s):China;2022Source(s):ChinaAudio-videoandDigitalPublishingAssociation;GammaDataDistributionofeSportsgameusersinChinaasofMay2023,bymonthlyincomelevelIncomedistributionofeSportsgameusersinChina2023ShareofeSportsgameusers15%0%5%4%10%20%25%30%35%Under4,000yuan4,001-6,000yuan6,001-8,000yuan8,001-10,000yuan10,001-15,000yuanAbove15,000yuan16.6%31.9%21.4%18.4%7.7%39Description:AccordingtoaconsumersurveyconductedinMay2023,almostathirdoftheeSportsgameuserswhowereemployedinChinaearnedbetween6,001and8,000yuanpermonthbeforetax.Thesamesurveyfoundthatabout41percentoftheeSportsfansagedbetween22and27years.ReadmoreNote(s):China;asofMay2023;1,239eSportsuserswhowereemployedorself-employed;monthlyincomebeforetaxSource(s):iResearchMonthlyspendingofeSportsgameusersinChinaasofMay2023,byconsumptionlevelMonthlyconsumptionofeSportsfansinChina2023ShareofeSportsgameusers10%

15%0%5%20%25%30%Under1,000yuan1,001to2,000yuan2,001to3,000yuan3,001to5,000yuan5,001to8,000yuan8,001to10,000yuanAbove10,000yuan6.8%20.7%26.9%26.5%12.1%4%3%40Description:ChineseeSportsfansaregrowinginnumberandconsumptionpower.Accordingtoasurveyoncompetitivegamingusers,almost27percentoftheeSportsenthusiastsinChinaspentbetween2,001and3,000yuanpermonth.YoungmalesaccountedforthemajorityofeSportsfollowersinthecountry.ReadmoreNote(s):China;May2023;1,500respondentsSource(s):iResearchCHAPTER

07UserbehaviorMajorreasonswhyeSportsgameuserslikeeSportsinChinaasofMay2023LeadingreasonstolikeeSportsamongfansinChina2023ShareofeSportsgameusers10%

20%0%30%40%50%60%70%66%TorelaxandentertainTohaveacommonconversationtopicwithfriendsIlikegaming62.2%61.7%Toenjoythefunofcompetitions59.1%Tosupporttheteams/playersthatIlikeeSportsisverytrending48%46%44.8%41.3%ToimproveanddemonstratemygamingskillsThethresholdtoparticipateineSportsisrelativelylowAttractedbyeSportsmarketing36.5%42Description:LeisureandsocialpurposesarethemostcommonreasonswhypeopleinChinalikeeSports.InaChinesesurveyconductedamongeSportsfansinMay2023,abouttwo-thirdsofrespondentsmentionedthattheyusedthecompetitivegamingformattoeitherrelaxandentertain,ortofindacommonconversationtopicwithfriends.Marketingcanhaveapositiveimpactonpromotingthesector,with37percentofrespondentssayingtheywereattractedbymarketingcontentoneSports.

ReadmoreNote(s):China;May2023;1,500eSportsusersSource(s):iResearchAveragetimespentonwatchingeSportsgamestreamingamongeSportsfansperweekinChinaasofApril2022TimespentonwatchingeSportsgamestreamingperweekinChina2022Shareofusers15%0%5%10%20%25%30%35%Under1ho

溫馨提示

  • 1. 本站所有資源如無(wú)特殊說(shuō)明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請(qǐng)下載最新的WinRAR軟件解壓。
  • 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請(qǐng)聯(lián)系上傳者。文件的所有權(quán)益歸上傳用戶所有。
  • 3. 本站RAR壓縮包中若帶圖紙,網(wǎng)頁(yè)內(nèi)容里面會(huì)有圖紙預(yù)覽,若沒(méi)有圖紙預(yù)覽就沒(méi)有圖紙。
  • 4. 未經(jīng)權(quán)益所有人同意不得將文件中的內(nèi)容挪作商業(yè)或盈利用途。
  • 5. 人人文庫(kù)網(wǎng)僅提供信息存儲(chǔ)空間,僅對(duì)用戶上傳內(nèi)容的表現(xiàn)方式做保護(hù)處理,對(duì)用戶上傳分享的文檔內(nèi)容本身不做任何修改或編輯,并不能對(duì)任何下載內(nèi)容負(fù)責(zé)。
  • 6. 下載文件中如有侵權(quán)或不適當(dāng)內(nèi)容,請(qǐng)與我們聯(lián)系,我們立即糾正。
  • 7. 本站不保證下載資源的準(zhǔn)確性、安全性和完整性, 同時(shí)也不承擔(dān)用戶因使用這些下載資源對(duì)自己和他人造成任何形式的傷害或損失。

最新文檔

評(píng)論

0/150

提交評(píng)論