AGLIMA

Market Intelligence

China market

China is a concentration problem, not a “growth story.” Esports users sat at 495 million in both the 2025 People’s Daily citation and the H1 2026 industry report. Revenue is large, platform-intense, and policy-sensitive. Do not import a Western media-rights brief unchanged.

الأرقام تقديرات لناشرين مسمّين. راجع الجدول الأصلي قبل استخدامها في عمل مدفوع. Aglima لم تُنتج هذه القياسات.

01

لمحة السوق

  • Revenue

    13.115CNY bn

    Industry revenue

    2026 H1

    China Report / 2026 Jan–Jun China Esports Industry Report

  • User base

    495million users

    User base

    2026 H1

    China Report / 2026 Jan–Jun China Esports Industry Report

  • Revenue

    29.331CNY bn

    Industry revenue

    2025

    People’s Daily

  • User base

    495million users

    User base

    2025

    People’s Daily

China esports revenue — two clocks

2025 full year (People’s Daily) vs 2026 first half (China Report). Not a like-for-like growth rate.

  • People’s Daily

    29.331 CNY bn

    2025 · Industry revenue · Full-year 2025 China esports revenue. Cited as the world’s largest esports market that year.

  • China Report / 2026 Jan–Jun China Esports Industry Report

    13.115 CNY bn

    2026 H1 · Industry revenue · First-half 2026 industry revenue, China. Not a full-year global USD figure.

China esports revenue — two clocks
SourceValueYear
People’s Daily29.331 CNY bn2025
China Report / 2026 Jan–Jun China Esports Industry Report13.115 CNY bn2026 H1

02

محرّكات الطلب

  • People’s Daily: 2025 revenue 29.331 billion yuan; China cited as the world’s largest esports market that year.
  • China Report: H1 2026 revenue 13.115 billion yuan; 495 million users at end-June 2026.
  • Live platforms and publishers sit closer to the user than a Western league-rights stack.
  • Regulatory sensitivity is a demand driver, not a footnote.

03

سلوك المشتري

  • Scale is already here. The 495 million user print repeating across 2025 and H1 2026 is a saturation signal until a new definition appears.
  • Conversion happens inside domestic platforms. Cross-border creative that ignores that stack is decoration.

04

نموذج الإيراد

  • Events, publishers, live streaming, and sponsorship inside a domestic ecosystem.
  • Do not convert yuan prints to USD on-page without stating the FX date. We have not.

05

دلالات استراتيجية

  • Briefs need a China platform map before a media plan.
  • Treat H1 revenue as a half-year observation. Do not double it.

06

ماذا يعني هذا للمسوّقين

  • Partnerships: publishers and live platforms before imported league metaphors.
  • Content: local format and platform grammar.
  • Risk: policy can remove a channel faster than a campaign cycle.

07

عوامل الخطر

  • Half-year vs full-year confusion.
  • User-base definition (player vs viewer) is not in the cited lines.

08

المصادر والمنهج

Sources and methodology
SourceYearKindScope
China Report / 2026 Jan–Jun China Esports Industry ReportTrade2026 H1RevenueFirst-half 2026 industry revenue, China. Not a full-year global USD figure.
China Report / 2026 Jan–Jun China Esports Industry ReportTrade2026 H1User baseEsports users in China at end-June 2026.
People’s DailyNews2025RevenueFull-year 2025 China esports revenue. Cited as the world’s largest esports market that year.
People’s DailyNews2025User baseChina esports users, 2025. Same 495 million level as the H1 2026 China Report figure.