Industry Report
China Esports Market
China is the scale case. 495 million users. Tens of billions of yuan. The H1 2026 revenue print is not a global USD TAM and not a reason to double the year.
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
495 million in 2025 (People’s Daily) and end-June 2026 (China Report). Concentration, not proven growth.
People’s Daily
495 million users
2025 · User base · China esports users, 2025. Same 495 million level as the H1 2026 China Report figure.
China Report / 2026 Jan–Jun China Esports Industry Report
495 million users
2026 H1 · User base · Esports users in China at end-June 2026.
| Source | Value | Year |
|---|---|---|
| People’s Daily | 495 million users | 2025 |
| China Report / 2026 Jan–Jun China Esports Industry Report | 495 million users | 2026 H1 |
02
محرّكات الطلب
- Publisher and event concentration inside China.
- Live-streaming as the default distribution, not a side channel.
- Policy as an operating constraint.
03
سلوك المشتري
- Users are already assembled. The brief is which title, which platform, which city event — not “how do we find gamers.”
04
نموذج الإيراد
- Domestic industry revenue in yuan. H1 2026: 13.115 billion. 2025 full year: 29.331 billion.
- Do not present a USD conversion here. No FX date is in the database.
05
دلالات استراتيجية
- A global esports sponsorship that ignores China is a partial map.
- Keep 2025 full-year and 2026 H1 on separate lines.
06
ماذا يعني هذا للمسوّقين
- Targeting: title + platform, not imported Western league fans.
- Partnerships: publishers and stream ecosystems.
- Channel: domestic live platforms first.
- Risk: say the policy constraint in the first meeting.
07
عوامل الخطر
- Currency conversion theatre.
- User definition unspecified.
08
المصادر والمنهج
| Source | Year | Kind | Scope |
|---|---|---|---|
| China Report / 2026 Jan–Jun China Esports Industry ReportTrade | 2026 H1 | Revenue | First-half 2026 industry revenue, China. Not a full-year global USD figure. |
| China Report / 2026 Jan–Jun China Esports Industry ReportTrade | 2026 H1 | User base | Esports users in China at end-June 2026. |
| People’s DailyNews | 2025 | Revenue | Full-year 2025 China esports revenue. Cited as the world’s largest esports market that year. |
| People’s DailyNews | 2025 | User base | China esports users, 2025. Same 495 million level as the H1 2026 China Report figure. |