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Despite Tough Chinese Government Regulations, China Emerges as One Third Contributor of World Esports

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China Emerges as One Third Contributor of World Esports

China’s combined mobile and PC gaming revenue hit $45.49 billion last year, according to Research and Markets’ China Mobile Games 2022 research, which was published in Ireland. Despite the Chinese government’s recent crackdowns on the video game business, China continues to be the world’s largest single esports market, accounting for 36% of the industry’s global market share. China Esports Market

With more than 57 per cent of the $1.1 billion global esports market, Asia is the largest and most significant area in the world. As a result, it is crucial to understand where the esports business is headed on a global scale. However, the number of Chinese players fell to 706 million in 2021, a 3.7% year-over-year decline. According to Research and Markets, this is mostly the result of younger gamers leaving the market as tight regulatory measures were implemented in the nation; Tencent reported that in September 2021, minors made up just 1.1% of their domestic game revenue.

Although there is significant pressure from tech companies to reverse the laws, the newly adopted guidelines only allow gamers under the age of 18 to play games for three hours per week. Around 14,000 game development facilities in China had to shut down as a result of a ban on new game licences last year. Additionally, China forbade the live streaming of illegal games earlier this year almost immediately after breaking its licence freeze, which came after almost a nine-month break.

In the $1.1 billion global esports market, Asia makes up 57%. The two most popular esports genres are battle royale and MOBA, and the top esports PC games are League of Legends, PUBG, and Valorant. PUBG Mobile, Free Fire, and League of Legends: Wild Rift are the top mobile games. By the end of 2022, according to Niko Partners, India and Southeast Asia would experience the biggest YoY revenue increase, at 18.3 per cent and 17.2 per cent, respectively.

Read More: Valorant Games Designers are Considering more Balance Changes in Agent Chamber after VCT Copenhagen

Ashish Jha
Ashish is a passionate writer in the gaming and esports industry, and an Anime geek, fueled by coding, coffee, and late-night game sessions.

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