The following is the 2022 Asian e-sports industry development report nearly 70% of netizens recognize E-sports as sports From EFSA recommended by recordtrend.com. And this article belongs to the classification: User Research, network game.
Recently, Penguin Youdiao, together with Tencent E-sports and the Asian E-sports Federation (aesf), released the 2022 Asia e-sports industry development report. The report summarizes the current development of E-sports in Asia, the public’s recognition and participation in e-sports, the development characteristics of domestic e-sports, user portraits and future trends.
According to the information shown in the report, with the occurrence of a series of events such as “E-sports entering Asia”, 70.3% of domestic netizens believe that E-sports should participate in the Olympic Games or other major sports events, and 66.8% of netizens believe that e-sports, like football and basketball, is a physical education sport.
As the public’s recognition of E-sports has increased, the commercial benefits of E-sports in the domestic market have also been significantly improved in recent years.
The report shows that since 2020, the revenue of E-sports events worldwide has continued to rise every year, and the expected revenue in 2022 has reached $1.384 billion.
Among them, the domestic market contributes 1/3 of the revenue, which is the largest revenue in the world and the market with the highest attention to E-sports in Asia.
In terms of user portraits, the group of domestic E-sports enthusiasts fell significantly in 2022, and the proportion of users in fourth tier cities soared from 23% in 2019 to 36% in 2022, indicating that E-sports has become a popular trend of “small town youth” entertainment and social networking.
On the whole, as the e-sports industry is becoming more and more mature, domestic teams have achieved good results and successfully entered Asia. As a cultural symbol and entertainment method, E-sports is gradually becoming popular in China, and its recognition is also constantly improving.
Read more about zikuai Technology: Tencent: 2008-2018 QQ platform decade hot word giant monopolizes the game Jianghu, Newzoo: the total global E-sports revenue is expected to reach $1.1 billion in 2019. China Youth Daily Social Survey Center: more than 40% of the respondents support becoming a professional E-sports player as an ideal. E-sports is an “entertainment industry”. E-sports: open up a new vision for Hong Kong and the world. Baidu data research: 2011 Q1 analysis of search attention of Chinese online game operators. Zhejiang Securities: by no means Handan apprentice, Bright prospects of mobile E-sports sensor tower: China’s top 30 complete list of successful mobile travel revenue in September 2018 China audio and digital Association: from January to June 2022, the actual sales revenue of China’s game market was 147.789 billion yuan, a year-on-year decrease of 1.8% Tencent: the total revenue in 2019 was 377.289 billion yuan, a year-on-year increase of 21% q&me: ranking of various apps in Vietnam from March to may 2018 camia: Q1 Southeast Asia application game Top100 download list of the Philippines Baidu data research: mid-2011 Baidu data research on Chinese game operators and game analysis: analysis of China’s large client online game market in 2011
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