The "conversion" of e-sports into a sports industry may reach hundreds of billions in 2019.
the industry predicts that the vigorous development of the global e-sports industry, the release of policy dividends and the competitive layout of capital will trigger the formation of a 100 billion-level market in China's e-sports industry.
original title: the 100 billion-level e-sports industry welcomes the Nuggets upsurge
drives the full-speed development of peripheral industries such as watching games, shopping, derivatives, movies, and so on
some things are unstoppable, just like e-sports, who has just become a regular worker.
for a long time, "e-sports" has always been associated with words such as "playing games" in China. At the end of October, the International Olympic Committee officially announced that e-sports had been certified as a formal sport. Competitive e-sports can be regarded as a kind of sports. The warm-up activities and the intensity of daily training for e-sports athletes can be comparable to those of traditional sports athletes. "
this belated rectification not only makes e-sports enthusiasts ecstatic, but also makes the market smell the sweetness that has not been seen for a long time. With the Feifan Cup 2017 CGL China Electronic Game Super League final and the 2017ECGC Hubei Culture Market Industry Transformation and upgrading E-Sports Competition finals held in Wuhan, it has also lit up a boom for China's e-sports industry.
with favorable external environment and gradually perfect endogenous cycle, China's e-sports industry chain has achieved great-leap-forward development. The industry predicts that the vigorous development of the global e-sports industry, the release of policy dividends and the competitive distribution of capital will trigger the formation of a hundreds of billion-level market of e-sports industry in China.
strong > E-sports / strong >
strong > has become an official sport / strong >
recently, a piece of news that "e-sports is expected to enter the Olympic Games" caused an uproar. Entering the Olympic Games is equivalent to completely rectifying the name of this project, and it is certain that more people will join in it.
Yu Miao, chairman of Wuhan Mengjing Technology Co., Ltd., has already experienced this feeling. In addition to being a PE teacher at Huazhong University of Science and Technology, Yu Miao is also a national referee of beach volleyball.
after tossing and turning in the sports industry for many years, Yu Miao entered the Internet cafe and discovered the popularity of e-sports activities. Wuhan Mengjing Technology Co., Ltd. was established at the end of 2014. This is a company that integrates e-sports promotion, e-sports professional training, e-sports personnel training, e-sports management software development, e-sports peripheral development. E-sports activities planning and implementation, e-sports professional competitions and other large-scale integrated enterprises.
the relevant person in charge of Wuhan Mengjing Technology Co., Ltd. told the reporter: "through Dream Competition to create a closed-loop system for green e-sports events, from the two aspects of events and venue operation, to promote the development of green e-sports industry."
A few days ago, the second China Youth E-Sports Competition hosted by the company was held in Wuhan on November 15, 2017. China Optical Valley is officially launched. According to the person in charge of the above-mentioned company, the first competition covered more than 20 regions, more than 300 universities and 50 million audiences, providing a stage for hundreds of millions of young e-sports enthusiasts to show their personality and talent. it has been widely concerned by the industry and warmly welcomed by young people. The second competition set up four major competition areas: East China, South China, West China and North China, covering the current mainstream e-sports projects such as "League of Legends" and "Arena of Valor". At present, the "League of Legends" and "Arena of Valor" competitions have been officially authorized by Tencent. Combined with the official university league plans of "League of Legends" and "Arena of Valor", the competition is planned to cover more than 600 universities and more than 1000 game associations across the country.
in addition, due to various factors, the International Olympic Committee officially announced that e-sports have been certified as a formal sport. This official statement was generally interpreted by the media as "e-sports into the Olympic Games" has been included in the agenda. Some even predict that if all goes well, spectators will be able to see e-sports in the Olympic Games as early as 2024 in Paris.
however, some analysts believe that commercial considerations are more important than objective measures to take e-sports as a sports event. We often say that sports are for physical fitness, indeed, behind the regular sports are a large number of mass sports, especially the Olympic Games, which play an inestimable role in promoting a project.
with the help of online media, 2017 ushered in a blowout of the influence of e-sports events. The KPL professional league spring game refreshed the astonishing data of 2.1 billion watching games, 15 million user participation and 2.5 million player subscriptions. League of Legends even had a hard time getting a vote during the finals.
strong > drives the full-speed development of "peripheral industries" / strong >
with the deregulation of policies, the outbreak of sports events, and capital injection, e-sports 's industry ushered in a period of concentrated explosion. Wuhan Optical Valley Enterprise Lingkong Games is the first batch of companies to target the market and bring excellent games to moderate and heavy players.
Lingkong Game was founded in 2011. Peng Jin, director of PR, said in an interview: "our work covers a number of platforms, including mainframe platform, PC platform, VR and mobile platform, and has become one of the top teams in developing games for Sony PS platform (PS4, PSVITA and PSVR) and Microsoft XBOX platform in China."
dying: the trial of Rebirth is a first-person thriller secret room escape game created by Lingkong Game. The player will play an injured man and wake up in a weird building. I don't know who I am or why I'm imprisoned here. At the same time, a mysterious man announced that he would be tried in a series of trials. In the face of the tests and crises that follow, players need to make constant choices and collect tools and clues, solve puzzles, explore the truth and find a way out in a variety of scenes with different atmosphere.
so far, this extremely secret room escape game has landed on the PS4/PS VR/PS Vita/XBOX One platform and has been fully sold in major regions around the world. in addition, it has become the number one selling work in domestic mainframe games with a good reputation.
"We have two more games ready for release in the next two years." Lingkong Games is using the Unreal engine to develop a number of platform-wide games. We create high-quality, cost-effective games for core players.
the continuous popularity of e-sports 's industry has broken the structure of the traditional e-sports industry, which is mainly around clubs and events, and has given birth to a diversified demand for its surrounding services.
and the rise of e-sports has also led to the full-speed development of the "surrounding industry", the first to bear the brunt is the live broadcast industry. According to e-sports of the Alliance, during the Legend Series CS:GO, some online team games will be broadcast live through various live broadcast platforms, which not only facilitates the watching of the event fans, but also greatly promotes business models such as live broadcast.
at the same time, the surrounding industries such as watching games, tourism, online shopping, art and movies have also been affected by e-sports, and there has been a grand occasion of scoring twice. Mobile e-sports has a lasting, deep and strong fan economic effect, so the future game products, event products, game viewing channels, event sponsors, event derivatives will gradually reflect a strong cash ability.
strong > e-sports Industry / strong >
strong > enters an orderly growth phase / strong >
according to Analysys International, China's e-sports market will reach 90.8 billion yuan (an increase of 73.3% month-on-month) in 2017, of which Mobile e-sports accounts for 53.7% of the market. It is estimated that the size of China's e-sports market will reach 130 billion in 2019. The number of e-sports users in China will reach 350 million in 2017 (a month-on-month increase of 40 per cent) and is expected to reach 430 million in 2019.
after more than ten years of development, all links of e-sports 's industrial chain in China have achieved standardized development and entered the stage of orderly growth.
according to the industrial system, the whole e-sports industry chain can be divided into upstream developers and operators, mid-stream clubs and downstream user-end ecological enterprises.
among them, the game content copyright provided by Tencent, NetEase, Perfect World and other enterprises is the core link of the entire mobile e-sports industry chain. The content producer is composed of event organizers, professional players, clubs, etc., to aggregate the fan effect, and then handed over to the event execution for systematic and professional content production, then spread by live television platform, e-sports media, game live platform and other channels, and finally reach users, promoting the gradual improvement of e-sports 's industrial chain and the formation of the ecosystem.
the growth of China Mobile e-sports market in 2016 mainly comes from the game "Arena of Valor". Arena of Valor Professional e-sports Alliance combines the characteristics of traditional sports and e-sports, introduces the management system of Premier League and NBA, sets up wage cap, transfer system, tripartite brokerage model and other rules to form an open and co-built professional system, which has become the first typical case of manufacturer self-building alliance in e-sports market in China.
in addition, at the business model level, professional mobile e-sports events such as KPL are highly compatible with large international traditional professional sports events such as the Premier League and NBA, with commercial sponsorship and copyright distribution accounting for the largest share of the income of both sides, followed by ticketing revenue and derivatives and other physical income. At present, e-sports event is gradually improving in popularity, scale and other aspects, and has great commercial value, which attracts many domestic and international enterprises to focus on the field of e-sports events and carry out commercial sponsorship and brand marketing activities.
however, with the vigorous development of e-sports 's industry, new problems have gradually surfaced.
relevant experts pointed out in an interview with the media that despite the large scale of the domestic e-sports industry, the domestic original high-quality games, especially the games suitable for competition, are insufficient in quantity and low in quality. this has become an unavoidable deficiency in China's e-sports industry chain. At the same time, the development of e-sports in China is also faced with some problems, such as the shortage of professional talents and professional athletes, the imperfect operating mechanism and so on.
Lingkong Game is also aware of the pain points in the industry. At the 2017 Hubei Game and Entertainment Industry Exhibition Merchants Association, it signed an agreement with a Japanese comprehensive cultural and entertainment product planning and production company. "it can not only attract high-quality resources and talents from Japan, but also train and export industry talents and allocation." Peng Jin explained that on the one hand, the cooperation is aimed at training and introducing talents for IP incubation and industrial chain configuration; on the other hand, it will also work with the Nebula to produce animation, game production, and own IP development and commercialization of domestic content works.
since last year, many Chinese cities and enterprises have laid out the e-sports market one after another, a number of e-sports competitions came into being, and various activities related to e-sports blossomed everywhere. With the expansion of e-sports 's industry scale, some of the upstream and downstream plates tend to mature, and the industry pattern is emerging.
Edit: mary