China Internet Watch https://www.chinainternetwatch.com China Internet Stats, Trends, Insights Tue, 15 Aug 2023 13:01:03 +0000 en-US hourly 1 https://www.chinainternetwatch.com/wp-content/uploads/cropped-ciw-logo-2019-v1b-80x80.png China Internet Watch https://www.chinainternetwatch.com 32 32 China’s Esports Industry Grows, Despite Slight Dip in Yearly Revenue https://www.chinainternetwatch.com/30903/esports/ Tue, 15 Aug 2023 13:00:19 +0000 https://www.chinainternetwatch.com/?p=30903

The first half of 2023 has witnessed a warming trend in China's esports industry. With leading esports products maintaining steady operations, the launch of new games, and the strong return of competitive events, the industry's revenue and user base remain stable.

This September, esports will make its official debut at the 19th Asian Games in Hangzhou, signaling potential further growth in the latter half of the year.

According to a report released jointly by the Esports Committee of the China Audio-Video and Digital Publishing Association (ESC), the China Game Industry Research Institute, and the China Esports Industry Research Institute, the esports industry revenue from January to June 2023 amounted to CNY 75.993 billion.

This represents a slight decrease of 0.66% compared to the previous year but showcases a promising sequential growth of 11.74%.

The breakdown of this revenue is intriguing. Esports gaming accounts for 84.84% of the industry's income, with esports live s...

Already subscribed? Sign in.

Don't Miss Out.

Invest with as little as one bottle of water per week.

Join other top analysts and business executives and navigate the unique market with China Internet Watch.

View subscription options »

Cancel at any time

]]>
China game live streaming revenues to double by 2021 https://www.chinainternetwatch.com/31031/game-live-streaming/ Mon, 23 Nov 2020 06:57:11 +0000 https://www.chinainternetwatch.com/?p=31031

Tencent proposed that the top two online gaming streaming platforms Douyu and Huya enter into a stock-for-stock merger, as a result of which Huya or its subsidiary would acquire each outstanding ordinary share of Douyu.

Is China's game live streaming market that lucrative? Let's dig into some data.

Game live streaming users dropped to 68.12 million in September 2020 from 80.6 million in Sept 2019. 60.3% of these users are between 19-24 years old and the majority (92.5%) male.

In 2019, China's live game streaming market grew rapidly, and the independent game live streaming platforms exceeds 20 billion yuan revenues. Huya revenues increased by 79.6% year-on-year and Douyu's 99.3%. It is expected that the overall market will expand to nearly 40 billion yuan by 2021 and 50 billion by 2022.

Live streaming remains the primary revenue source for game streaming platforms, accounting for 93.5% of total in 2019.

Live game streaming platforms in China reache...

Already subscribed? Sign in.

Don't Miss Out.

Invest with as little as one bottle of water per week.

Join other top analysts and business executives and navigate the unique market with China Internet Watch.

View subscription options »

Cancel at any time

]]>
China entertainment and media outlook 2020-2024E https://www.chinainternetwatch.com/31340/entertainment-media-outlook-2024e/ Tue, 27 Oct 2020 02:09:44 +0000 https://www.chinainternetwatch.com/?p=31340

Total entertainment and media revenue in China is expected to increase at a compound annual growth rates (CAGR) of 3.6% over the next five years, which is higher than the global average of 2.8%, according to the latest report by PwC. 

Digital revenues experienced a drop in 2020 but are expected to grow at 5.4% by 2024, according to PwC. By industry segment, digitally-driven segments will see the most vigorous growth. Virtual reality (VR), OTT, video games, and eSports will take the lead in China.

China’s OTT video market will become increasingly mature, with 12.2% CAGR
China’s movie revenue in the cinema will rebound rapidly to reach 37.8% CAGR
China’s esports revenue has surpassed the United States and South Korea in 2019, becoming the world’s largest esports market.
In 2020, China’s internet advertising revenue will reach US$66.3 billion, with a 7.7% CAGR from 2020 to 2024.

OTT Video
China OTT video revenue reached US$7.7 billion in 2019, the second-largest marke...

Already subscribed? Sign in.

Don't Miss Out.

Invest with as little as one bottle of water per week.

Join other top analysts and business executives and navigate the unique market with China Internet Watch.

View subscription options »

Cancel at any time

]]>
China gaming revenues rose 25% in Q1 2020 https://www.chinainternetwatch.com/30484/gaming-q1-2020/ Wed, 22 Apr 2020 07:05:02 +0000 https://www.chinainternetwatch.com/?p=30484 Gaming revenues in China exceeded 73.2 billion yuan (US$10.31 bn) in Q1 2020, an increase of 25% compared with Q4 2019 according to a joint report by China Audio-Video Digital Publishing Association and IDC.

mobile gaming

Revenues from mobile gaming rose 37.6% QoQ to 55.4 billion yuan (US$7.80 bn), accounting for 75.6% of total gaming revenues in the Chinese market. Revenues from computer-based games fell 1.1% QoQ.

Domestic market revenues from Chinese game developers increased by 29.7% QoQ to 62.4 billion yuan while overseas market revenues rose 31.2% to US$3.8 billion. The US, Japan, and South Korea are the main revenue sources, accounting for 67.6% of total overseas revenues.

The number of gaming users in China grew to 654 million in Q1 2020, an addition of 2 million from Q4 2019. Female gaming users increased by 17.05% QoQ in Q1 2020 with 19.24 billion yuan revenues. E-sports gaming users grew by 8.31% with total revenues of 39.1 billion yuan in Q1 2020.

China per capita income down 3.9% in Q1 2020, expenditure down 12.5%

]]>
China internet economy to exceed US$893 billion by 2020 https://www.chinainternetwatch.com/28674/china-internet-economy-forecast/ Wed, 05 Jun 2019 00:00:44 +0000 https://www.chinainternetwatch.com/?p=28674

China's internet economy generated nearly 3.7 trillion yuan (US$551 bn) in revenues in 2017, an increase of 42.5% year-on-year. This market has rebound back from 2016’s cooling and is projected to exceed 5.9 trillion yuan (US$893 bn) by 2020. In the next three years, the growth is estimated to keep steady at around 20%.

The top three categories, namely, lifestyle consumption, entertainment, and internet finance, combined represented over 75% of the total internet economy revenues in China.

Specifically, lifestyle consumption accounted for 41.8% of the total. Internet finance overtook entertainment to be the second biggest source of revenue. Furthermore, it is to keep the high growth momentum of 44.4% considering the improvement in the overall environment.

Content represented 23.8% of total revenues of the internet economy, commodity 41.8%, and service 28.4%. In the next three years, service is expected to maintain its high growth momentum of 37.7% and become the bi...

Already subscribed? Sign in.

Don't Miss Out.

Invest with as little as one bottle of water per week.

Join other top analysts and business executives and navigate the unique market with China Internet Watch.

View subscription options »

Cancel at any time

]]>
How one utilizes Alipay mini-programs to acquire new users https://www.chinainternetwatch.com/29251/alipay-mini-programs-sports/ Wed, 24 Apr 2019 00:00:19 +0000 https://www.chinainternetwatch.com/?p=29251

Alipay recently introduced a new feature Sports on its mini-programs platform and opened beta testing to some developers. It has helped promote brand exposure and user acquisitions. Previously, Alipay mini-programs has opened over 600 functions including face recognition to developers.

Alipay, the leading online payment platform owned by Ant Financial and affiliated with Alibaba Group, claims that its active users across the globe have exceeded 1-billion milestone as of January 9, 2019. The super app Alipay has abundant features beyond an e-wallet, such as Ant Forest, Ant Farm, and Sports, that provide various services to users' daily lives.

The feature Sports, the same kind of step counting application as WeChat's WeRun, tracks users' daily walking steps. With a certain number of walking steps, users can collect virtual energy in Ant Forest, a charity-oriented scheme, and finally plant a real tree once meeting the required energy level or donate those steps to certain c...

Already subscribed? Sign in.

Don't Miss Out.

Invest with as little as one bottle of water per week.

Join other top analysts and business executives and navigate the unique market with China Internet Watch.

View subscription options »

Cancel at any time

]]>