Chinese Esports Regulation

Recognition of Esports as a Sport

China has formally recognised esports as a competitive sport since 2003, when the General Administration of Sport of China (GASC) classified electronic sports as an official sport category. In 2020, the Ministry of Human Resources and Social Security included “esports professional” (dianzi jingji yuan) and “esports operator” in the national occupational classification system, providing formal recognition of esports as a legitimate profession.

The Chinese Esports Association (Zhongguo Dianzi Jingji Xiehui), operating under GASC supervision, exercises regulatory authority over professional esports competitions. The Association maintains a registration system for professional esports athletes, sets competition rules, and coordinates with international esports federations. Professional teams must register with the Association and comply with its governance requirements, including player contracts, transfer rules, and anti-doping standards adapted from the World Anti-Doping Code.

Online Gaming Restrictions (2021)

The most significant regulatory intervention in Chinese gaming was the 2021 online gaming restrictions imposed on minors. On 30 August 2021, the National Press and Publication Administration (NPPA) issued a notice requiring all online gaming companies to limit under-18 play time to three hours per week — one hour on Fridays, Saturdays, and Sundays (and public holidays) from 8:00 pm to 9:00 pm. The restrictions banned all other play time for minors.

The 2021 restrictions followed earlier, less stringent measures. In 2019, the NPPA had imposed a night-time curfew banning minors from playing between 10:00 pm and 8:00 am and limiting daily play to 90 minutes (weekdays) and 3 hours (weekends). The 2021 restrictions tightened these limits dramatically and imposed mandatory real-name verification through connection to the national identity database, requiring all players to register with their real names and national ID numbers.

The restrictions had a severe impact on China’s gaming industry. Tencent, operator of the world’s largest gaming platform, reported that gaming revenue from minors fell to less than 1% of total domestic gaming revenue after the restrictions. NetEase, another major gaming company, similarly reported declining minor-user revenue. The restrictions also affected esports talent development by limiting the practice time available to younger players.

Game Licensing and Government Approval

All games released in China must obtain approval from the National Press and Publication Administration through a licensing system known as the game publishing number (youxi banhao). The NPPA reviews games for content that violates regulations on pornography, violence, gambling, subversion of state power, and “incorrect” historical or political content.

The game licensing system operates through a quota-based approval process. The NPPA publishes approval lists at irregular intervals. The 2018-2019 game licensing freeze (nine months without approvals) triggered widespread industry disruption, causing game company share prices to fall sharply and forcing developers to cut staff. The freeze was attributed to a government restructuring of the NPPA and concerns about gaming addiction and content regulation. After the freeze ended, the approval rate decreased substantially, from approximately 9,000 approvals in 2017 to fewer than 700 in 2021.

The licensing system has been used as a regulatory lever to control the gaming industry’s growth rate, to enforce content compliance, and to signal government policy priorities. Games with historical or political content face particular scrutiny. The NPPA has denied licenses to games that it considers to distort Chinese history or to contain “improper” depictions of Chinese leaders or national symbols.

Anti-Addiction System

China’s anti-addiction system (fang chenmi xitong) is the most comprehensive gaming addiction prevention framework in the world. The system, mandated by the NPPA and enforced through technical measures by gaming companies, imposes:

Time limits: Under-18 players are restricted to the weekly schedule described above. The system automatically logs out players when their permitted time expires. Curfew: No play is permitted between 10:00 pm and 8:00 am for minors. Spending limits: Minors aged 8-15 may not spend more than RMB 200 per month on games; those aged 16-17 may not spend more than RMB 400 per month. Single transactions for minors may not exceed RMB 50.

The system relies on real-name verification (shiming renzheng), requiring players to submit their name and national ID number. Gaming companies are required to verify identity against the National Identity Database and to refuse service to unverified or underage players during restricted hours. Facial recognition technology is increasingly deployed for identity re-verification, particularly when players display “abnormal” play patterns suggesting an adult is playing on a minor’s account.

The effectiveness of the anti-addiction system is debated. Proponents cite data showing reduced play time among minors after implementation. Critics note that minors bypass restrictions by using adult accounts, purchasing verified accounts on the black market, or playing unlicensed foreign games not subject to Chinese regulations.

Government Approval for New Games

Beyond the game licensing system, new games require approval from multiple government bodies depending on their content and platform. The approval process involves review by the NPPA for content compliance, the Ministry of Industry and Information Technology for technical standards, and the State Administration for Market Regulation for consumer protection compliance.

Games involving elements of gambling (loot boxes, random draws) face particular regulatory difficulty. The 2017 regulation on random draws (chouqiang) requires games with loot-box mechanics to publish the probability of obtaining each item, to cap spending on random draws, and to provide a direct purchase option for the highest-value items. The 2021 restrictions on minors extended to random draws, banning them entirely for under-18 players.

The approval process also imposes localisation requirements on foreign games seeking to enter the Chinese market. Foreign games must be published through a Chinese joint venture partner, the game’s content must be modified to comply with Chinese regulations (a process known as localisation, requiring removal or modification of content involving sex, violence, drugs, gambling, religion, and political criticism), and the game’s servers must be located in China with data stored domestically.

Esports Industry Regulation

The esports industry is regulated separately from recreational gaming, with professional esports athletes and teams subject to the regulatory authority of the General Administration of Sport of China rather than the NPPA. GASC’s 2016 Notice on Regulating the Management of Electronic Sports established requirements for esports competition organisers, including venue safety standards, player age verification, anti-doping protocols, and competition transparency.

Esports athletes are required to register with the Chinese Esports Association and to enter into standardised player contracts approved by GASC. The contracts must specify salary, training obligations, intellectual property rights (including rights to the player’s image and tournament performance), and dispute resolution mechanisms. Athletes under 18 may register only with parental consent and are subject to additional training-hour restrictions.

The professional esports league system in China includes the League of Legends Pro League (LPL), the Overwatch League (Shanghai Dragons), and the Honor of Kings King Pro League (KPL). These leagues operate under franchise models with strict governance requirements imposed by GASC and the Chinese Esports Association. League operators must submit annual compliance reports, undergo financial audits, and maintain minimum standards for player welfare, stadium safety, and broadcast content.

Conclusion

Chinese esports regulation is characterised by a fundamental tension between the state’s promotion of esports as a competitive industry and its restrictions on gaming as a social and youth protection concern. GASC supports esports as sport; the NPPA restricts gaming as a threat to youth development. The 2021 gaming restrictions, game licensing quotas, and anti-addiction system create a highly regulated environment whose primary objective is the protection of minors rather than the development of the esports industry. The effect of these restrictions on China’s global esports competitiveness, on the gaming industry’s economic development, and on the long-term viability of professional esports in China remains to be fully assessed.