Mobile e-sports leverages half of the e-sports industry to accelerate the layout of game manufacturers.

in 2017, the size of China's e-sports market will reach 90.8 billion yuan (an increase of 73.3% month-on-month), of which the market size of Mobile e-sports accounts for 53.7%. The rapid development of Mobile e-sports has become a new engine driving e-sports 's industrial growth.

the total prize of Tencent AoV Korea Competition reached 500000 US dollars, setting a new world x record for Mobile e-sports. From December 1 to December 3, the TGC Desert Island Special training million reward Competition was successfully held in Chengdu. The ensuing mobile e-sports events, rising bonuses, continue to enhance the popularity of the industry, quietly, Mobile e-sports occupies half of the market.

according to the data released a few days ago, the size of China's e-sports market will reach 90.8 billion yuan in 2017 (an increase of 73.3% from the previous month), of which the market size of Mobile e-sports accounts for 53.7%. The rapid development of Mobile e-sports has become a new engine driving e-sports 's industrial growth.

strong > Game manufacturer layout Mobile e-sports / strong >

all along, due to many deficiencies in the competitiveness and game experience of the mobile game e-sports, it has developed lukewarm. However, with a huge user base and social bonus, and accompanied by the popularity of phenomenal competitive mobile games represented by "Arena of Valor", people see the possibility of moving e-sports. It is worth mentioning that Tencent Esports also made an attempt on the professionalization of Mobile e-sports. Drawing lessons from the standards and experience of the traditional sports professional alliance, Tencent Esports established the "Arena of Valor" professional e-sports alliance on March 24 this year. Through the development of income sharing, wage cap, transfer system, tripartite brokerage model, professional training, content joint production and so on to promote the construction of professional system.

it is known as the first share of Mobile e-sports, and its HPL League has become one of the largest mobile e-sports competitions in China. Hero Mutual Entertainment CEO Ying Shuling said that he will build a stage for two-person and five-person VR e-sports competition, and the VR e-sports event is under intense preparation.

in addition, game manufacturers such as Giant Network and NetEase, which entered the game earlier, have also made efforts to move e-sports, and last week, Xiaomi Mutual Entertainment held its first e-sports product, "Xiaomi Super God," in Beijing. Xiaomi Vice President Shang Jin said that he intends to make it the standard of future mobile e-sports.

"I am a traditional sports enthusiast myself, but in a city like Shanghai, it is not easy to find a basketball court, consider the weather and gather five friends." Li Xiaofeng, former world champion of e-sports and now founder of Titanium Technology, said that time fragmentation and low threshold are one of the reasons for the popularity of Mobile e-sports. It also has a lot to do with the cultivation of strong social networking and pan-entertainment by Tencent. "the number of potential users of Mobile e-sports will become larger and larger in the future, and the performance of smartphones will become stronger and stronger, which will make the trend of Mobile e-sports becoming more and more obvious."

strong > Mobile e-sports brings new industries / strong >

Mobile e-sports, as a subdivision of e-sports 's industry, is entering a period of rapid growth. As the market size of Mobile e-sports gradually exceeds that of the traditional PC game e-sports, a China Mobile e-sports industrial ecology composed of mobile game content providers, e-sports event operators, live broadcast platform, e-sports clubs and alliances, e-sports players, e-sports anchors, etc., has initially taken shape.

from the report on China Game Industry from January to June 2017 released in July this year, it is very likely that the market size of China Mobile e-sports will exceed 40 billion yuan this year. The report pointed out that China Mobile e-sports market continues to heat up, and led by the game boutique to mature. Mobile e-sports has a wide layout in the field of events and live streaming, rapidly building a relatively complete mobile game e-sports industry chain.

on the one hand, as the Mobile e-sports event gradually matures, it has begun to have the ability to generate income. On the other hand, the habit of watching games on Mobile e-sports has gradually formed. For example, the number of online views of the "Arena of Valor" Professional League (KPL) in 2017 reached 1 billion. In addition, the types of mobile e-sports games are diversified, including traditional multiplayer online tactical games (MOBA) and shooting games, as well as emerging light games, such as "Ball Battle" and "Tribal conflict: Royal War".

traditional e-sports industry is also feeling the pressure. Li Xiaofeng said that titanium technology initially took hardware as the starting point, creating the best series of hardware products such as game mice, keyboards, computers, and so on, for game enthusiasts. Although the prospect is good, it is obviously not suitable in the era of Mobile e-sports. Therefore, more layouts are being done. "Game mobile phones may be a direction in the future, and the auxiliary equipment on mobile e-sports mobile phones is also the future direction, we are still exploring more possibilities."

Edit: yvonne