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What is the future development of e-sports industry in China?
The growth of the market scale of e-sports industry has given birth to the development of e-sports live broadcast industry in China. With the continuous growth of China's GDP, people's lives are gradually enriched, and China has begun to pay more attention to the development of cultural industries, and e-sports has also begun to become a sport. With the development of modern technologies such as 5G in China, the e-sports live broadcast industry in China has also become popular. At present, there are many enterprises in the e-sports live broadcast industry in China, which are increasingly diversified.

At present, the main enterprises in the domestic e-sports industry are: tencent games, Perfect World, Netease Games, Tiger Tooth Live, Yu Dou, and the e-sports clubs include EDG Club, IG Club, RNG Club and WE Club.

The core data of this paper: the market scale of e-sports industry

1. After years of development, the market scale of e-sports live broadcast industry in China has been continuously improved.

After years of development, the e-sports industry in China has entered a mature stage. Enterprises with relatively poor competitiveness quit, and new participants such as watermelon food, A auto faster and Bi Li entered the market. From 20 15 to 20 19, the e-sports live broadcast industry in China developed rapidly. According to the gamma data, in 20 19, the market size of e-sports live broadcast in China was about 7.95 billion yuan, an increase of 79.50 percentage points compared with 20 18. Due to the COVID-19 epidemic in the first quarter of 2020, China implemented the policy of "staying at home". Young people in some departments choose to watch live e-sports to kill time. Therefore, it is conservatively estimated that the market scale of e-sports live broadcast industry in China will increase by about 85% in 2020, and the market scale of e-sports live broadcast industry in China will reach about 65.438+04.7 billion yuan in 2020.

2. The epidemic has promoted the growth of users of live games, thus increasing the market scale of live e-sports.

During the COVID-19 epidemic in the first quarter of 2020, China implemented the home isolation policy, which increased people's leisure time. Playing games and watching live broadcasts have become the best choice for many modern young people, and the user scale of e-sports live broadcast platform is also increasing. According to the data provided by Ai Media Consulting and Gamma Data, the number of e-sports users in China will reach about 350 million in 2020, and the growth of user scale has promoted the increase of the market size of e-sports live broadcast industry in China.

3. Relevant advocacy documents promote the development of e-sports live broadcast industry in China.

With the continuous development of e-sports live broadcast industry in China, game manufacturers represented by Tencent have put forward proposals for live broadcast infringement. With the continuous efforts of game manufacturers and other institutions, the copyright of e-sports live broadcast in China has become more and more standardized, which has created a benign development space for the e-sports live broadcast industry in China and promoted the scale of the e-sports live broadcast market in China.

4. In the future, the e-sports live broadcast industry in China will show the trend of global layout and diversified content.

With the continuous development of the e-sports live broadcast industry in China, the e-sports live broadcast in China will present a trend of global layout and diversified content in the future. The e-sports live broadcast platform will continuously upgrade its business, expand its business areas and promote the market scale of the entire e-sports live broadcast industry without going global.

—— The above data refer to Foresight Industry Research Institute's Market Prospect Forecast and Investment Strategic Planning Analysis Report of China E-sports Industry.