Sources:
1 Eastspring Investments, citing data from Newzoo Global Games Market Report from 2017 to 2019.
2 Eastspring Investments, citing Newzoo’s latest data available as at 17 October 2019.
3 World Bank. GDP per capita (constant 2010 US dollar), last updated on 16 October 2019.
4 Eastspring Investments, citing 2018 data from China Internet Network Information Center and EEDAR.
5 iResearch Global Group, June 2019. China’s online game market revenue are based on the financial results published by enterprises, interviews with experts and iResearch’s statistical model. Revenue of China’s mobile games market includes total the consumption of mobile game players in mainland China, as well as the revenue of Chinese mobile game enterprises on overseas mobile games market. 2. Some data will be adjusted in 2018 iResearch mobile games report.
6 Eastspring Investments, for illustrative purpose only, November 2019.
7 2017 World Championship eCharts, 23 September to 4 November 2017. Peak viewers (excluding China): 2,102,206; peak viewers (including China): 106,269,334.
8 Tencent Penguin Intelligence, June 2019, page 12.
9 Bank of America Merrill Lynch: Growing eSports market in China, with increasing user reach and investments, 22 April 2019, citing data from Tencent eSports, Newzoo, BofA Merrill Lynch Global Research.
10 Eastspring Investments, citing Bloomberg, monthly data from 28 November 2014 to 28 November 2019, in US dollar terms. The China video game stocks include a total of 16 China's listed video game stocks (7 in Hong Kong, 5 in Mainland China, 4 in the US). SD refers to standard deviation. Past performance is no guarantee of future results.