China's eSports sector experienced a slight decline in live-streaming, tournament, club membership, and other non-game revenue. Registering *** percent year-over-year growth in 2024, the non-game eSports revenue stood at ** billion yuan in 2024. The primary segment that generated ** percent of the revenue was live-streaming.
Profit from the additional features of your individual account
Currently, you are using a shared account. To use individual functions (e.g., mark statistics as favourites, set
statistic alerts) please log in with your personal account.
If you are an admin, please authenticate by logging in again.
Learn more about how ÌÇÐÄÆÆ½â°æ can support your business.
MSN. (December 12, 2024). Non-game revenue of the entire eSports sector in China from 2018 to 2024 (in billion yuan) [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved August 02, 2026, from /statistics/1535384/china-non-game-revenue-of-e-sports-sector/
MSN. "Non-game revenue of the entire eSports sector in China from 2018 to 2024 (in billion yuan)." Chart. December 12, 2024. ÌÇÐÄÆÆ½â°æ. Accessed August 02, 2026. /statistics/1535384/china-non-game-revenue-of-e-sports-sector/
MSN. (2024). Non-game revenue of the entire eSports sector in China from 2018 to 2024 (in billion yuan). ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: August 02, 2026. /statistics/1535384/china-non-game-revenue-of-e-sports-sector/
MSN. "Non-game Revenue of The Entire Esports Sector in China from 2018 to 2024 (in Billion Yuan)." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 12 Dec 2024, /statistics/1535384/china-non-game-revenue-of-e-sports-sector/
MSN, Non-game revenue of the entire eSports sector in China from 2018 to 2024 (in billion yuan) ÌÇÐÄÆÆ½â°æ, /statistics/1535384/china-non-game-revenue-of-e-sports-sector/ (last visited August 02, 2026)
Non-game revenue of the entire eSports sector in China from 2018 to 2024 (in billion yuan) [Graph], MSN, December 12, 2024. [Online]. Available: /statistics/1535384/china-non-game-revenue-of-e-sports-sector/