AGLIMA

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.

Figures are named-publisher estimates. Confirm the original table before using them in paid work. Aglima did not produce these measurements.

01

Market snapshot

  • 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

Users — two citations, one headcount

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.

Users — two citations, one headcount
SourceValueYear
People’s Daily495 million users2025
China Report / 2026 Jan–Jun China Esports Industry Report495 million users2026 H1

02

Demand drivers

  • Publisher and event concentration inside China.
  • Live-streaming as the default distribution, not a side channel.
  • Policy as an operating constraint.

03

Buyer behavior

  • Users are already assembled. The brief is which title, which platform, which city event — not “how do we find gamers.”

04

Revenue model

  • 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

Strategic implications

  • A global esports sponsorship that ignores China is a partial map.
  • Keep 2025 full-year and 2026 H1 on separate lines.

06

What this means for marketers

  • 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

Risk factors

  • Currency conversion theatre.
  • User definition unspecified.

08

Sources and methodology

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.