136

E-sports industry this year, or more than 40 billion where "money" way

2018/4/24

      Recently, the state general administration of sports with tencent e-sports to achieve the overall strategic cooperation, in the next five years will be in e-sports e-sports professional standards and industry standards establishment, platform construction in areas such as the depth of cooperation, China (hangzhou) number of e-sports entertainment town also officially launched.

      To analysys Dong Zhen think-tank analysts believe that e-sports town open marks the e-sports from attributes to further extend in the field of sports game, but also proved that the social development of further recognition of e-sports, also can fully see the esports has become more and more mature, step by step to development projects of traditional sports such as football, basketball, is standing on the "discourse".

      In recent years, with the popularity of smart phones, mobile game, including electronic competitive enterprise booming, e-sports new way of competition also implements the people for the use of fragmented time, part of the electronic competitive enterprises sufficient cash profit, the opportunity of the development of e-sports ushered in the industry is expected to enter the industry scale rapid growth stage.

      Statistics show that in 2016 the Chinese esports market scale has reached 23.6 billion yuan, the scale of e-sports industry in China in 2017 is expected to exceed 40 billion yuan, the user scale will reach 260 million people.

      E-sports industry chain is mainly composed of e-sports game competition, players, clubs, sponsors of four parts.For now, the development of e-sports is mainly depends on income of e-sports game events.The e-sports development report in China in 2017, according to a 2016 almost 65% of users interested in the tournament, the scale of potential users has reached 450 million people, 77.6% of e-sports is emerging sports user identity.On the viewing habits, with 40.6% of e-sports user to select and friends together to watch the game, acquaintances viewing the user become the preferred social attribute.79.8% of users choose watching at home, 84.8% of e-sports users will still do anything related to events such as aftertaste, sharing, etc.Tournament, therefore, the information industry chain continues over a period of time after the game, after the information marketing is remarkable.Tournament with the growing popularity of more and more high accumulation, in the marketing of the scene, traffic management, social category related industry;As the union become a new organization form of competition, as the tournament with a new idea, can build a business community of interests and profits broken system.Tournament commercial ecosystem from the core copyright marketing to the extension of the development of IP (intellectual property) each link has potential, can use traditional sports experience, let tournament suffused with the release of the entertainment business value.

      For electricity running hand, the current income comes mainly from salary, bonuses and live platform into, such as revenue growth in a few years ago has reached about 10 times.In order to attract the audience, each big live platform a year and a large number of e-sports teams signed up, put the game on platform on a regular basis, inviting players to participate in interpretation.Domestic top electric running hand, the narrator can with its scarcity, with strength in the e-sports industry chain "nuggets".

      Club profit is usually form a team to invest in training for a long time, to the important games to win, and then the club try to publicity and marketing products, promote the club brand, continuously make fan base, to participate in the activity profit, prize money profit, and so on.Currently, the main existing sponsors of e-sports is information technology company, in the part of e-sports game has realized a marked growth of online during qualifying, indeed have played an important role in promotion of e-sports products, but the e-sports industry event to get the sponsorship of the quota is limited, also can attract more sponsors support in the future.

      Dong Zhen that e-sports although now in the outbreak period, but the profit model of the single, e-sports industry covering distribution uneven, e-sports talent fault in their own way, enterprises and other problems to be solved, as the electronic competitive as football, basketball and other traditional ball model standardization, e-sports scarce talent and education became popular esports will become a blank market, the future development of e-sports education is one of the most important profit;E-sports games through integration, management, competition, players, clubs, sponsors on the midline of the whole industry chain and offline resources, will produce great value in each link, will also drive the live broadcast, explanation, quizzes, and many other peripheral industry vigorous development.