In 2019, the proportion of the e-sports market breaking through 100 billion female user groups has increased significantly

In 2019, the proportion of the e-sports market breaking through 100 billion female user groups has increased significantly
On May 6, iResearch, a well-known data platform, released the “2020 China E-sports Industry Research Report.”The data shows that the overall market size of e-sports will exceed 100 billion in 2019 and is expected to reach 165.1 billion US dollars by 2021.  The reporter learned that the overall Chinese e-sports market is mainly composed of three parts: the end-game e-sports market, the mobile e-sports market and the e-sports ecological market.Through the development of the mobile Internet, mobile e-sports gradually replaced the traditional end-game e-sports market and became the current mainstream trend.  According to the “Report”, the overall market size of e-sports reached 1175 in 2019.300 million yuan.The mobile terminal e-sports market reached 554.800 million, the end-game gaming market size is 330.500 million US dollars, in addition to covering event tickets, the scale of the e-sports ecological market in surrounding industries is 29 billion US dollars.  ”The e-sports ecological market should not be underestimated in the future.”On May 6, Ma Jing, an observer of the gaming industry, told reporters that since 2017, e-sports has been increasingly recognized by the mainstream market, more and more international brands have begun to sponsor the e-sports industry, and cross-border cooperation trends such as film and television dramas are obvious.The scale and proportion of the e-sports ecological market will continue to expand in the future.  Data from the “Report” also shows that the overall e-sports market will reach 140.5 billion yuan in 2020.The mobile terminal e-sports market will reach USD 64.8 billion, accounting for 46% of the overall e-sports market.1%.The scale of the end-game gaming market will reach 34.8 billion, accounting for 24% of the overall gaming market share.8%.The e-sports ecological market can reach 409.1 ppm, accounting for 29% of the overall e-sports market share.1%.  The steady increase in the scale of the e-sports market has also promoted the expansion of the number of e-sports users.Sauna, Yewang noted that the number of e-sports users in 2019 is 4.700 million people will reach 5 in 2020.200 million people, and this number will reach 5 in 2021.5 billion people.  Obviously, with the rise of mobile e-sports, more and more female users are beginning to come into contact with e-sports.Including “Glory of the King”, “Peace Elite” and other popular mobile gaming games, more and more female users have emerged.According to data, female users account for only 24% of the Chinese e-sports population in 2019, and this proportion will increase to 36% in 2020.  ”Now many game manufacturers are paying special attention to female users, and in the game, they are designed and promoted according to the preferences of this group of people.”A developer of a game manufacturer said,” It is predictable that the proportion of female user population will continue to show an upward trend in the next few years.”This is also a crowded market for various manufacturers.”Reporter Qin Che editor Sun Yong proofreading Liu Baoqing