Driven by the rapid development of electronic devices and modern information technology, the scale of the China E-Sports market has enlarged continually, which has reached 98.22 billion RMB in 2019, and is expected to reach 109.56 billion RMB in 2020. Meanwhile, benefited from the making of various hit games, mobile E-Sports has become the main driven force of the development of the whole E-Sports industry, and the user scale is expected to reach 37.5 billion in 2020. As the data of iiMedia Research showed, 63.6% of the interviewed users wish to improve the construction of local E-Sports industry, and 79.8% of the interviewed users support to build local E-Sports teams, which showed a further penetration of E-Sports awareness of the citizens. Within the background of “COVID-19”, the E-Sports industry faced the challenge of the pandemic crises by applying creative technology and exploring new business models such as “E-Sports stadium on cloud”, which both improved the users’ experience and created extra business value for the industry.
As the data of iiMedia Research showed, the scale of China Mobile E-Sports market reached 44.93 billion yuan in 2018, and the scale of users reached 302 million people. The professional leagues of Mobile E-Sports have become the focus of public attention, among them, the King Pro League (KPL) and Battle of Balls Pro League (BPL) have perfect competition system and great influence, which are the benchmarks of commercialization of Mobile E-Sports.Mobile e-sports can often surpass the attention of the game itself and bring more social effects. In the future, mobile e-sports can generate more industrial energy in the competitive sports environment.