Abstract
This study analyzes consumer awareness of esports based on questionnaire surveys conducted in Japan and China. For the present study, target respondents are selected based on their abilities to list the names of esports athlete. The results reflects the characteristics of how e-sports are developed in China and Japan. Through this research, it was confirmed that there was a significant difference in the status of esports acceptance and impression between Japan and China at least among the respondents. However, it became clear that further generalization would require more extensive research and at the same time more detailed analysis with qualitative analyses.