Dentsu’s Greater North Asia division finds Chinese fans reward authenticity over AI-polished content, with practical implications for how European sporting goods brands approach grassroots sport, merchandising and athlete sponsorship in China.
Dentsu’s Greater North Asia sports and entertainment division has released a new China focused trend report, Sports & Entertainment Trends China Focus: Authentic Gravity. It argues that brands need a deeper read on fan emotion and behavior, rather than more scale, reach or data. Six trends are covered in total; here are the five findings that matter most for the sporting goods industry.

1. Grassroots leagues are becoming a genuine commercial platform.
China’s 15th Five Year Plan for sport (2026–2030) puts mass participation at its center, and provincial amateur football is the clearest early proof point: 17 provinces have now launched leagues under a “one city, one team” model. The 2025 Jiangsu Football City League reportedly generated 7.3 yuan (€0.94) in tourism spending for every 1 yuan (€0.13) in ticket sales and drew more than 25 million visits to nearby attractions: a leverage effect local governments are actively courting with linked consumption policies.
| China’s Provincial Amateur Football Leagues | |
| 2025–2026 season data | |
| Metric | Figure |
| Provinces with launched leagues (as of May 2026) | 17 |
| Tourism leverage (Jiangsu Football City League) | ¥1 in tickets → ¥7.3 in peripheral spend |
| Scenic-spot visits driven (Jiangsu, 2025) | 25M+ |
| On-site spectators (2025 season, 85 matches) | 2.43M+ |
| Livestream views (2025 season) | 2.2B+ |
| Social topic views (2025 season) | 100B+ |
| National commercial performances (May Day 2026 holiday) | 34,400 |
| Direct box office (May Day 2026 holiday) | RMB 2.08B (+37.17% YoY) |
Source: dentsu Sports & Entertainment, “Sports & Entertainment Trends China Focus: Authentic Gravity,” 2026. Figures in RMB as reported; no EUR conversion applied to research-report data.
For sporting goods brands, this points to sponsorship and product placement opportunities at the grassroots level, well below the cost of top tier league deals.
2. Trail running and HYROX are moving from niche to mainstream fast.
China hosted more than 800 trail running events in 2025 alone, with growth rates in both races and participants ranked first globally by the International Trail Running Association. HYROX is following a similar curve, with its “8 km run + 8 functional workouts” format gaining particular traction among what the report calls the “new middle class market.” Both categories reward brands that can move quickly on product and event partnerships in a market that is still forming its retail infrastructure.
3. Merch is shifting from byproduct to purchase driver.
The report describes a “merch economy” already worth an estimated RMB 652.1 billion (about €83.6 billion) in 2025 and projected to hit RMB 834.4 billion (about €106.9 billion) by 2029, and the underlying logic (people buying products for the merch, not the other way round) is spilling into sports.
| China’s Merch & Collectibles Economy | |
| 2024–2029 (est.) | |
| Metric | Figure |
| Pan-ACG peripheral market size (2025) | RMB 652.1B |
| Pan-ACG peripheral market size (2029, projected) | RMB 834.4B |
| Sports collectibles market (end-2025) | RMB 8.73B (+21.4% YoY) |
| Ita-bags sold on Xianyu (2024) | 250,000 (+268% category) |
| #EverythingCanBeItafied (Xiaohongshu) | 800,000+ posts / 2B+ views |
| Mayday pop-up store, single-day sales (Beijing) | RMB 3M+ |
| Anime conventions per month (2025 peak) | 1,000+ |
| ChinaJoy attendance | 410,000+ |
| Advertisers planning higher anime marketing budgets (2026) | 57% |
Source: dentsu Sports & Entertainment, “Sports & Entertainment Trends China Focus: Authentic Gravity,” 2026, citing CTR Market Research and Xianyu data. Figures in RMB as reported.
China’s sports collectibles market reportedly reached RMB 8.73 billion (about €1.12 billion) by the end of 2025, up 21.4 percent from a year earlier, and Fanatics opened its first Chinese store in Guangzhou. Collectible and limited edition drops may carry more weight with Chinese consumers than conventional performance led product marketing.
4. Fans are rewarding “measured authenticity” over polished perfection.
With AI generated content now cheap and abundant, the report finds audiences gravitating toward athletes and celebrities who show unscripted reactions, admit mistakes and stay reachable: dovetailing with Cambridge Dictionary naming “parasocial” its 2025 Word of the Year.
The practical takeaway for brand and athlete marketing: overly produced, AI assisted campaigns risk reading as inauthentic to a market that is actively skeptical of them, particularly within fan communities built around anime, comics and games.
| AI-Driven Content Scale vs. Traditional Format Decline | |
| 2025–2026 | |
| Metric | Figure |
| AI comic-drama production efficiency gain (per episode) | ~8x |
| AI comic-drama cost reduction | 60%+ |
| Micro-drama penetration among internet users | ~70% |
| Micro-drama total market size | RMB 100B+ |
| Top-tier long-form drama effective views (2025, YoY) | -20% |
Source: dentsu Sports & Entertainment, “Sports & Entertainment Trends China Focus: Authentic Gravity,” 2026, citing Quest Mobile and ENLIGHTENT/36Kr Industry Insights. Note: the report does not directly quantify the “authenticity” trend — these figures illustrate the AI-scale/traditional-format contrast that underlies it, not authenticity itself.
5. Deep, recurring fan relationships are outperforming mass reach.
Rather than chasing broad exposure, brands are having more success cultivating smaller, high spending fan communities through repeated, collectible driven touchpoints. With 70 percent of fans reportedly willing to pay a premium for in person experiences, the implication for sporting goods is that recurring, community first activation may travel further than one off campaigns built for scale.
| Fan Spending: Live Events & Brand Tie-Ups | |
| 2025 | |
| Metric | Figure |
| Major concerts held | 2,496 |
| Concert revenue | RMB 29.56B (+13.7% YoY) |
| Concert attendees | 38M |
| Fans willing to pay a premium for in-person events | 70% |
| KFC x I-DLE photocard cap (Oct 2025) | 300,000 units |
| Mainstream gaming IP brand tie-ups (2025) | ~400 deals |
| Brand reach boost among 18–35 demographic from those tie-ups | +60% |
Source: dentsu Sports & Entertainment, “Sports & Entertainment Trends China Focus: Authentic Gravity,” 2026. Figures in RMB as reported.
The full 38-page report is available to download here.
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