전통문화대전망 - 음식 관습 - How did e-sports develop?
How did e-sports develop?
effectively attracting audience enthusiasm for a long time
On November 3, 218, in the final competition of League of Legends Global Finals 218 (referred to as S8 Finals), iG beat FNC 3- to win the championship and won the first world championship in LPL Division. On that day, only DouYu's heat exceeded 1 million, while on October 28th, 218, iG sealed G2 for the championship, and the heat of Huya live broadcast room exceeded 4 million.
The final time of e-sports competition is generally more than 3 hours, which is far longer than the live broadcast time of large-scale traditional sports events such as football, baseball and basketball. It effectively attracts the audience for a long time and is the most successful factor in the development of e-sports in recent years.
Unprecedented huge e-sports market
With the rise of major events and official recognition, the market scale and development potential of e-sports industry are considerable. According to the statistical data of "Analysis Report on Market Prospect Forecast and Investment Strategic Planning of E-sports Industry" released by Prospective Industry Research Institute,
in p>217, the annual revenue of e-sports continued to maintain a high growth, with mobile e-sports revenue of 32.9 billion yuan, an increase of 1.6%, accounting for 43% of the e-sports market share, and end-game e-sports revenue of 36.7 billion in 17 years, an increase of 14%. In the future, mobile e-sports will still be the main growth engine to drive the development of China e-sports market. In 218, the mobile e-sports game market will reach 46.9 billion yuan, exceeding the end-game e-sports market by 41.8 billion yuan, making it the largest market segment in the e-sports market.
policy and capital promote the development of e-sports industry
the development of e-sports industry mainly benefits from the support of policy and the entry of capital. Especially in recent years, the state's attitude towards e-sports has changed from restriction to encouragement, which not only increased the positive coverage of e-sports, but also held a number of national and even world-class e-sports events, which played an exemplary role.
National policies have also continuously supported the e-sports industry. In 216, the National Development and Reform Commission clearly pointed out: on the premise of protecting intellectual property rights and guiding young people, enterprises should be the main body to hold national or international e-sports game events; The Ministry of Education began to add "e-sports" as a major; The 13th Five-Year Plan for the Development of Sports Industry issued by the State Sports General Administration regards e-sports as the focus of fitness and leisure projects with consumption leading.
In p>217, the Ministry of Culture issued the "Cultural Industry Development Plan of the Ministry of Culture during the Thirteenth Five-Year Plan", which made it one of the important tasks of upgrading the cultural industry to guide industry associations to hold games and entertainment competitions, and listed e-sports as an important innovative format to promote the development of the game industry.
in addition to policy support, the development of early third-party e-sports events has cultivated a solid audience base, and the performance of China players in international events has triggered people's attention to e-sports. At the same time, the intervention of capital plays a very important role.
accelerating the entry of capital
In the process of the continuous maturity of the e-sports industry, many listed companies and capital forces are accelerating their entry, transforming the ecology and development direction of the e-sports industry in China. In the A-share market, Internet companies, film and television animation companies, etc. are all trying to share a piece of the action. At the same time, including BAT, JD.COM and Suning have already been widely deployed in the field of e-sports industry.
from 214, the e-sports investment tide started, and the number and total amount of investment increased year by year. by 216, the total amount and total amount of investment began to explode, with a financing amount of 5.9 billion yuan, and 48 financing transactions occurred. After 217, the total amount of investment began to decline, and the market enthusiasm declined slightly. The number of financing transactions reached 5, with a total financing amount of 3.17 billion. As of June 3, 218, the total financing amount reached 7.69 billion yuan. Except for the investment of Tiger Tooth and Betta Fish, the investment amount and the number of investment transactions decreased significantly. The large financing of Huya and Betta also shows that in the e-sports industry, e-sports live broadcast has become the first sub-industry to produce giants and the first to confirm business logic.
among a-share companies, listed companies such as Perfect World, Giant Network, Rheinland Sports, Shunwang Technology, Shenzhen Seg and Shengtian Network all have layouts in the e-sports industry. Giant Network focuses on the construction of e-sports map from multiple dimensions such as leisure sports, sports sports and mobile MOBA. It also reached a strategic cooperation with Ali Sports, and gradually established an upstream and downstream industrial chain covering events, live broadcast, star brokerage, fan operation and content production by learning from the operation methods of traditional sports leagues such as NBA.
The hero entertainment of the New Third Board mainly focuses on the field of mobile e-sports, with mobile e-sports game products such as Gunshot 2, Peak Battleship and Dancing Every Day, which are distributed at home and abroad. At the same time, Heroes Entertainment signed a strategic cooperation with K11 in Hong Kong to lay out an e-sports offline track.
Other capitals have also been accelerated. In early 217, Suning invested in TBG Club and changed its name to SNG Team. In May 217, JD.COM invested in the establishment of an e-sports operation subsidiary to acquire the original LPL team QG team and LSPL (League of Legends) team NON; In December 217, bilibili established the BLG team, and in October this year, an e-sports company was established; In March 218, Sina formally established Weibo E-sports Club.
Although the e-sports market is large and has potential, an industry insider is worried that in recent two years, as a new outlet, many enterprises have followed suit and launched e-sports projects. However, the e-sports industry itself is an industry with high professional requirements. At present, only a few companies in the industry can achieve profitability, and most of them are only in a position of accompanying running.
how to realize e-sports? -There is still much room for improvement in sponsorship fees and advertising revenue
Although the live game has solved the problem of realizing cash that has plagued e-sports for many years, what about Qian Jing in e-sports industry? In fact, e-sports is no longer "live broadcast+playing games", but has formed a complete industrial chain, which is mainly composed of two parts: the core event industrial chain and the ecological industrial chain.
as a sport, the core resource of e-sports lies in the games, from the upstream game development and operation, to the mid-stream event operation and content production centered on event hosting, to the downstream e-sports media and live broadcast platform, and finally to reach users. In addition to core events, the e-sports eco-industrial chain represented by e-sports service providers is also growing, such as artist brokerage, e-sports education, cross-border IP, supporting venues and so on.
in the early days, due to the low attention paid to e-sports events, the sponsors were mainly hardware manufacturers related to e-sports, such as peripherals and graphics cards. In recent years, it has gradually changed, and traditional industries such as fast-moving consumer goods and automobiles have also begun to become sponsors of e-sports events, so there is still much room in this regard.
compared with the traditional sports industry, e-sports has natural advantages such as wide radiation and long duration. In addition, the audience portraits of e-sports events are clearer, the marketing of events is more accurate, and the cost performance of sponsorship and advertising is significantly higher. In 217, the cumulative attendance of LPL was 1 times that of Super League and CBA League, but the sponsorship fee was only one sixth. There is still much room for improvement in sponsorship fee and advertising revenue.
among a-share companies, listed companies such as Perfect World, Giant Network, Rheinland Sports, Shunwang Technology, Shenzhen Seg and Shengtian Network all have layouts in the e-sports industry. Giant Network focuses on the construction of e-sports map from multiple dimensions such as leisure sports, sports sports and mobile MOBA. It also reached a strategic cooperation with Ali Sports, and gradually established an upstream and downstream industrial chain covering events, live broadcast, star brokerage, fan operation and content production by learning from the operation methods of traditional sports leagues such as NBA.
The hero entertainment of the New Third Board mainly focuses on the field of mobile e-sports, with mobile e-sports game products such as Gunshot 2, Peak Battleship and Dancing Every Day, which are distributed at home and abroad. At the same time, Heroes Entertainment signed a strategic cooperation with K11 in Hong Kong to lay out an e-sports offline track.
Other capitals have also been accelerated. In early 217, Suning invested in TBG Club and changed its name to SNG Team. In May 217, JD.COM invested in the establishment of an e-sports operation subsidiary to acquire the original LPL team QG team and LSPL (League of Legends) team NON; In December 217, bilibili established the BLG team, and in October this year, an e-sports company was established; In March 218, Sina formally established Weibo E-sports Club.
Although the e-sports market is large and has potential, an industry insider is worried that in recent two years, as a new outlet, many enterprises have followed suit and launched e-sports projects. However, the e-sports industry itself is an industry with high professional requirements. At present, only a few companies in the industry can achieve profitability, and most of them are only in a position of accompanying running.
how to realize e-sports? -There is still much room for improvement in sponsorship fees and advertising revenue
Although the live game has solved the problem of realizing cash that has plagued e-sports for many years, what about Qian Jing in e-sports industry? In fact, e-sports is no longer "live broadcast+playing games", but has formed a complete industrial chain, which is mainly composed of two parts: the core event industrial chain and the ecological industrial chain.
as a sport, the core resource of e-sports lies in the games, from the upstream game development and operation, to the mid-stream event operation and content production centered on event hosting, to the downstream e-sports media and live broadcast platform, and finally to reach users. In addition to core events, the e-sports eco-industrial chain represented by e-sports service providers is also growing, such as artist brokerage, e-sports education, cross-border IP, supporting venues and so on.
in the early days, due to the low attention paid to e-sports events, the sponsors were mainly hardware manufacturers related to e-sports, such as peripherals and graphics cards. In recent years, it has gradually changed, and traditional industries such as fast-moving consumer goods and automobiles have also begun to become sponsors of e-sports events, so there is still much room in this regard.
compared with the traditional sports industry, e-sports has natural advantages such as wide radiation and long duration. In addition, the audience portraits of e-sports events are clearer, the marketing of events is more accurate, and the cost performance of sponsorship and advertising is significantly higher. In 217, the cumulative attendance of LPL was 1 times that of Super League and CBA League, but the sponsorship fee was only one sixth. There is still much room for improvement in sponsorship fee and advertising revenue.
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