Tang Jiajun, Secretary General of the Game Committee, said that the revenue of China's electronic sports industry in 2025 was 29.331 billion yuan.
Secretary-General Tang Jiajun of the China Game Association stated that by 2025, the Chinese esports industry will continue to steadily advance on the path of mainstreaming, integration, and internationalization. China maintains its position as the world's largest esports market, with over 60,000 spectators watching the KPL Annual Finals held in Beijing in November, setting a Guinness World Record for "most spectators at a single esports event." Meanwhile, favorable policies at all levels of government are continuously being introduced to provide incentives and support for various aspects of the industry chain, promoting the continuous optimization of supply and boosting consumption in the esports industry, while also supporting innovation and creation in technology and culture. In 2025, the revenue of China's esports industry is projected to reach 29.331 billion yuan, with a year-on-year growth of 6.40%, achieving steady growth. The largest proportion of revenue this year is still from live streaming, accounting for 80.81%. This is followed by revenue from events, club revenue, and other sources. By 2025, the number of esports users in China is expected to exceed 495 million, showing a significant increase from the previous year with a growth rate of 1.06%.
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