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Best China Game Broadcasting Market Report

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

Publish Date:Oct 2019
No. of Pages:67

Format : Adobe Reader (PDF) Instant delivery

US$ 850.00

China Game Live Broadcasting Market Research 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 forecast ed 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.


Tags :

1. Executive Summary

2. Introduction

2.1 E-Sports: An Overview
2.2 Live Broadcasting: An Overview

2.2.1 Introduction
2.2.2 Live Broadcasting Segments 

2.3 Game Live Broadcasting Segmentation

2.3.1 Game Live Broadcasting by Offering
2.3.2 Game Live Broadcasting by Solution

2.4 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
3.1.2 China Live Broadcasting Market by Segments (Show-Room Live Broadcasting and Game Live Broadcasting)
3.1.3 China Show-Room Live Broadcasting Market by Value

3.2 China Live Game Broadcasting Market: An Analysis

3.2.1 China Game Live Broadcasting Market by Value
3.2.2 China Game Live Broadcasting Market by Monthly Average User (MAU)
3.2.3 China Game Live Broadcasting Market by Average Revenue Per User 

4. Market Dynamics

4.1 Growth Drivers
4.1.1 Growing Penetration of Internet Users
4.1.2 Rising Smartphone Users
4.1.3 Increasing Urbanization Rate
4.1.4 Increase in Disposable Income
4.1.5 Higher Literacy Rate
4.1.6 Growth of E-sports Audience

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)
4.3.2 Live Video Streaming
4.3.3 Cloud Gaming
4.3.4 Virtual Reality

5. Competitive Landscape

5.1 China Game Live Broadcasting Market: A Financial Comparison 
5.2 China Game Live Broadcasting Market Players by Research and Development
5.3 China Game Live Broadcasting Market Volume by Players

6. Company Profiles

6.1 Tencent Holdings Limited
6.1.1 Business Overview
6.1.2 Financial Overview
6.1.3 Business Strategy

6.2 Huya Inc.
6.2.1 Business Overview
6.2.2 Financial Overview
6.2.3 Business Strategy

6.3 Douyo International Holdings Limited
6.3.1 Business Overview
6.3.2 Financial Overview
6.3.3 Business Strategy

6.4 Kuaishou Technology Co. Ltd.
6.4.1 Business Overview
6.4.2 Business Strategy
Figure 1: Genre Based E-sports
Figure 2: E-Sports History
Figure 3: Live Broadcasting Segments
Figure 4: Game Live Broadcasting by Offering
Figure 5: Game Live Broadcasting by Solution
Figure 6: Game Live Broadcasting Process
Figure 7: China Live Broadcasting Market by Value; 2014-2018 (US$ Billion)
Figure 8: China Live Broadcasting Market by Value; 2019-2023 (US$ Billion)
Figure 9: China Live Broadcasting Market by Segments; 2018 (Percentage, %)
Figure 10: China Show-Room Live Broadcasting Market by Value; 2014-2018 (US$ Billion)
Figure 11: China Show-Room Live Broadcasting Market by Value; 2019-2023 (US$ Billion)
Figure 12: China Game Live Broadcasting Market by Value; 2014-2018 (US$ Million)
Figure 13: China Game Live Broadcasting Market by Value; 2019-2023 (US$ Billion)
Figure 14: China Game Live Broadcasting Market by Monthly Average User; 2014-2018 (Million)
Figure 15: China Game Live Broadcasting Market by Monthly Average User; 2019-2023 (Million)
Figure 16: China Game Live Broadcasting Market by Average Revenue Per User; 2014-2018 (US$)
Figure 17: China Game Live Broadcasting Market by Average Revenue Per User; 2019-2023 (US$)
Figure 18: China Internet Users; 2017-2023 (Million)
Figure19: China Smartphone Users; 2017-2023 (Million)
Figure 20: China Urbanization Rate; 2014-2019 (Percentage, %)
Figure 21: China Urban Households Disposable Income Per Capita; 2014-2018 (US$)
Figure 22: China Literacy Rate; 2010-2018 (Percentage, %)
Figure 23: China Number of E-Sports Game Users; 2015-2018 (Million)
Figure 24: China Artificial Intelligence Market by Value; 2015-2020 (US$ Billion)
Figure 25: China Live Video Streaming Market by Value; 2014-2019 (US$ Billion)
Figure 26: Global Cloud Gaming Market by Value; 2017-2023 (US$ Million)
Figure 27: China Virtual Reality Market by Value; 2016-2021 (US$ Billion)
Figure 28: China Game Live Broadcasting Market Players by Research and Development Expenses; 2016-2018 (US$ Billion)
Figure 29: China Game Live Broadcasting Market Volume by Players; 2018 (Percentage, %)
Figure 30: Tencent Holdings Limited Business Segments
Figure 31: Tencent Holdings Limited Revenue; 2014-2018 (US$ Billion)
Figure32: Tencent Holdings Limited Revenue by Segments; 2018 (Percentage, %)
Figure 33: Tencent Holdings Limited Revenue by Region; 2018 (Percentage, %)
Figure 34: Huya Inc. Business Segments
Figure 35: Huya Inc. Total Net Revenue; 2016-2018 (US$ Million)
Figure 36: Huya Inc. Total Net Revenue by Segments; 2018 (Percentage, %)
Figure 37: Douyo International Holdings Limited Business Segments
Figure 38: Douyo International Holdings Limited Net Revenue; 2016-2018 (US$ Million)
Figure 39: Douyo International Holdings Limited Net Revenue by Segments; 2018 (Percentage, %)
Figure 40: Kuaishou Technology Co. Ltd. Series Products
Table 1: China Game Live Broadcasting Market: A Financial Comparison; 2018