Omnis Club

Insights

Huya, DouYu and Bilibili: The China Streaming Map for Western Brands

By Alex Robleno, founder

7 min read

Twitch is effectively unavailable in mainland China. Game streaming there happens on Huya, DouYu and Bilibili: Huya and DouYu are the dominant game-live platforms, both backed by Tencent, while Bilibili combines streaming with a YouTube-style video community. Each platform has its own culture, talent pool and commercial formats, so a China esports plan built on Twitch metrics does not transfer.

This is the first thing Western brands get wrong about China: assuming the map looks the same with different names. It does not. Here is the map as it actually is.

Why Twitch metrics do not transfer

In the West, streaming discovery, esports broadcast and creator culture all converged on one or two platforms. In China they are distributed across several, each owned by a different corporate ecosystem, each with its own relationship to game publishers, and each measured differently.

Chinese platforms also report audience in "heat" or popularity indexes rather than concurrent viewers, a blended score that mixes viewers, gifts and engagement. Comparing a Huya heat index to a Twitch concurrent count is comparing unlike things, and any agency that hands you a deck doing exactly that should be shown the door.

Huya: the esports-first giant

Huya is the closest thing China has to a pure esports broadcast platform. It invests heavily in tournament rights and professional league coverage, and its audience skews toward committed competitive viewers: people watching full matches, not clips.

For a brand, Huya is where the serious esports audience concentrates. Sponsorship inventory looks familiar: broadcast integration, tournament presenting, talent deals with established streamers. The platform's ties to Tencent matter practically, because Tencent publishes or operates most of the games that dominate Chinese esports.

DouYu: the other Tencent-backed giant

DouYu competes head-on with Huya in game livestreaming, with a slightly broader entertainment mix. The two were close to merging until Chinese regulators blocked the deal in 2021, and they remain the twin poles of game-live content.

The practical difference for a Western brand is less about audience and more about relationships: which platform has the rights to the title you care about this season, and which talent is signed where. In China, those deals decide where your activation can even happen.

Bilibili: community first, streaming second

Bilibili started as an anime and gaming video community and grew into a hybrid: part YouTube, part streaming platform, part cultural institution for young China. Its users are younger, more community-fluent and more allergic to obvious advertising than anywhere else in the market.

Bilibili has paid heavily for esports rights, including major League of Legends competitions, precisely because esports is native to its audience. For brands, Bilibili rewards formats that feel like content and punishes formats that feel like media buys. If your China plan is a logo and a 30-second spot, spend the money elsewhere.

Beyond the big three

Two more players belong on the map:

  • Douyin, the Chinese version of TikTok, is where short-form gaming content lives and where discovery increasingly happens.
  • Kuaishou, the other short-video giant, has invested in esports teams and tournament content of its own.

Serious China plans increasingly treat Huya or DouYu as the broadcast layer and Douyin as the discovery layer, because that is how the audience actually behaves.

How Western brands actually enter

Every successful entry we have seen shares the same structure: a local partner with real relationships, a platform choice driven by title and audience rather than by Western brand recognition, and formats built for the platform instead of translated from a Western campaign.

That is the work. I studied and worked in Shanghai, our collaborations include Tongji University, and we have spent years watching Western brands learn these lessons the expensive way. China is not a harder version of your home market; it is a different market that happens to play the same games.

Further questions

Further questions

01Which Chinese platform is best for esports sponsorship?

It depends on the title and the season. Huya and DouYu hold most tournament broadcast rights and the committed esports audience; Bilibili offers a younger, community-driven audience that rewards content-led formats. Rights deals decide where an activation can even happen.

02Do Western brands need a local partner for esports in China?

In practice, yes. Platforms, tournament organizers and talent work through local relationships and entities, and commercial formats are negotiated per platform. A local partner is what turns a budget into access, rights and trust.

Next step

Join the club.

Tell us what you're planning in esports, entertainment or content creation. We'll tell you what we would do, and what we wouldn't.