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China Game Live Broadcasting Market: Size, Trends & Forecasts (2019-2023)

China Game Live Broadcasting Market: Size, Trends & Forecasts (2019-2023)

Scope of the Report

The report entitled “China Game Live Broadcasting Market: Size, Trends & Forecasts (2019-2023)” provides a comprehensive analysis of the China live broadcasting market by value, and market share by segments. The report also encompasses China game live market by value and market share by monthly average user and average revenue per user.

Moreover, the report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the China live game broadcasting has forecasted for the period 2019-2023, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

Over the past few years, the game live broadcasting has seen the rise of dominant market leaders in the space. The competition in the China live game broadcasting market is dominated by the big players, Tencent Holdings Limited, Huya Inc., Douyo International Holdings Limited, Kuaishou Technology Co. Ltd. Company profiling of these major players has also been provided in the report with their financial information and respective business strategies.

Company Coverage

Tencent Holdings Limited
Huya Inc.
Douyo International Holdings Limited
Kuaishou Technology Co. Ltd.

Executive Summary

Live broadcasting is the transmission of live audio and video coverage of an event over the internet. Live broadcasting provides a range of services by broadcasting from social media to video games to professional sports. Live broadcasting can be categorized into two types: Show-room live broadcasting and Game live broadcasting. Show-room live broadcasting refers to the broadcasting of performances in various forms such as singing, dancing, talk-shows, comedy shows, etc. while game live broadcasting is the streaming of real-time game plays.

The websites which offer the live game broadcasting are known as game broadcasting platforms. Game live broadcasting market allows the fans to view their favorite game or player in real-time through the computer, smartphone, laptop, etc. Various platforms have been developed which resulted in the improvement of user experience and enhanced user engagement. Game live broadcasting offers the broadcasting platforms, hardware and broadcasting services. Moreover, the market also provides the web-based and app-based solutions to the users.

The China game live broadcasting market has shown rising trends over the years 2014-2018, and anticipations are made that the market would grow at a rapid pace in the next four years i.e. 2019 to 2023. Growth in the market would be primarily driven by rising smartphone as well as internet penetration, growing literacy rate, increase in disposable income, growing urbanization rate, rising demand for e-sports, etc. Latency and reliability issues, transmission signal issues, regulation constrain are some of the major restrains in the growth of the market. While the market follows some trends, which include artificial intelligence, live video streaming, cloud gaming, and virtual reality.


1. Executive Summary
2. Introduction
2.1 E-Sports: An Overview
Table 1: Genre Based E-sports
Table 2: E-Sports History
2.2 Live Broadcasting: An Overview
2.2.1 Introduction
Table 3: Live Broadcasting Segments
2.2.2 Live Broadcasting Segments
2.3 Game Live Broadcasting Segmentation
2.3.1 Game Live Broadcasting by Offering
Table 4: Game Live Broadcasting by Offering
2.3.2 Game Live Broadcasting by Solution
Table 5: Game Live Broadcasting by Solution
2.4 Game Live Broadcasting Process
Table 6: Game Live Broadcasting Process
3. China Market Analysis
3.1 China Live Broadcasting Market: An Analysis
3.1.1 China Live Broadcasting Market by Value
Table 7: China Live Broadcasting Market by Value; 2014-2018 (US$ Billion)
Table 8: China Live Broadcasting Market by Value; 2019-2023 (US$ Billion)
3.1.2 China Live Broadcasting Market by Segments (Show-Room Live Broadcasting and Game Live Broadcasting)
Table 9: China Live Broadcasting Market by Segments; 2018
(Percentage, %)
3.1.3 China Show-Room Live Broadcasting Market by Value
Table 10: China Show-Room Live Broadcasting Market by Value; 2014-2018 (US$ Billion)
Table 11: China Show-Room Live Broadcasting Market by Value; 2019-2023 (US$ Billion)
3.2 China Live Game Broadcasting Market: An Analysis
3.2.1 China Game Live Broadcasting Market by Value
Table 12: China Game Live Broadcasting Market by Value; 2014-2018
(US$ Million)
Table 13: China Game Live Broadcasting Market by Value; 2019-2023
(US$ Billion)
3.2.2 China Game Live Broadcasting Market by Monthly Average User (MAU)
Table 14: China Game Live Broadcasting Market by Monthly Average User; 2014-2018 (Million)
Table 15: China Game Live Broadcasting Market by Monthly Average User; 2019-2023 (Million)
3.2.3 China Game Live Broadcasting Market by Average Revenue Per User
Table 16: China Game Live Broadcasting Market by Average Revenue Per User; 2014-2018 (US$)
Table 17: China Game Live Broadcasting Market by Average Revenue Per User; 2019-2023 (US$)
4. Market Dynamics
4.1 Growth Drivers
4.1.1 Growing Penetration of Internet Users
Table 18: China Internet Users; 2017-2023 (Million)
4.1.2 Rising Smartphone Users
Table19: China Smartphone Users; 2017-2023 (Million)
4.1.3 Increasing Urbanization Rate
Table 20: China Urbanization Rate; 2014-2019 (Percentage, %)
4.1.4 Increase in Disposable Income
Table 21: China Urban Households Disposable Income Per Capita;
2014-2018 (US$)
4.1.5 Higher Literacy Rate
Table 22: China Literacy Rate; 2010-2018 (Percentage, %)
4.1.6 Growth of E-sports Audience
Table 23: China Number of E-Sports Game Users; 2015-2018 (Million)
4.2 Challenges
4.2.1 Latency and Reliability Issues
4.2.2 Transmission Signal Issues
4.2.3 Regulations Constrain
4.3 Market Trends
4.3.1 Artificial Intelligence (AI)
Table 24: China Artificial Intelligence Market by Value; 2015-2020
(US$ Billion)
4.3.2 Live Video Streaming
Table 25: China Live Video Streaming Market by Value; 2014-2019 (US$ Billion)
4.3.3 Cloud Gaming
Table 26: Global Cloud Gaming Market by Value; 2017-2023 (US$ Million)
4.3.4 Virtual Reality
Table 27: China Virtual Reality Market by Value; 2016-2021 (US$ Billion)
5. Competitive Landscape
5.1 China Game Live Broadcasting Market: A Financial Comparison
Table 28: China Game Live Broadcasting Market: A Financial Comparison; 2018
5.2 China Game Live Broadcasting Market Players by Research and Development
Table 29: China Game Live Broadcasting Market Players by Research and Development Expenses; 2016-2018 (US$ Billion)
5.3 China Game Live Broadcasting Market Volume by Players
Table 30: China Game Live Broadcasting Market Volume by Players; 2018 (Percentage, %)
6. Company Profiles
6.1 Tencent Holdings Limited
6.1.1 Business Overview
Table 31: Tencent Holdings Limited Business Segments
6.1.2 Financial Overview
Table 32: Tencent Holdings Limited Revenue; 2014-2018 (US$ Billion)
Table33: Tencent Holdings Limited Revenue by Segments; 2018 (Percentage, %)
Table 34: Tencent Holdings Limited Revenue by Region; 2018 (Percentage, %)
6.1.3 Business Strategy
6.2 Huya Inc.
6.2.1 Business Overview
Table 35: Huya Inc. Business Segments
6.2.2 Financial Overview
Table 36: Huya Inc. Total Net Revenue; 2016-2018 (US$ Million)
Table 37: Huya Inc. Total Net Revenue by Segments; 2018 (Percentage, %)
6.2.3 Business Strategy
6.3 Douyo International Holdings Limited
6.3.1 Business Overview
Table 38: Douyo International Holdings Limited Business Segments
6.3.2 Financial Overview
Table 39: Douyo International Holdings Limited Net Revenue; 2016-2018 (US$ Million)
Table 40: Douyo International Holdings Limited Net Revenue by Segments; 2018 (Percentage, %)
6.3.3 Business Strategy
6.4 Kuaishou Technology Co. Ltd.
6.4.1 Business Overview
Table 41: Kuaishou Technology Co. Ltd. Series Products
6.4.2 Business Strategy

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