“The winner of the last LPL (League of Legends Pro League) can receive 2 million yuan.” Pencil, a manager of the TEAM WE, indicated the first China-ASEAN Expo. The electronic sports industry in China is attractive and the offline games have become important platforms for electronic sports fans.
As the environment for the development of sports improved in recent years, the sports industry is embracing a new round of development. Insiders believe that with the strong attractiveness of game platforms and online broadcasting to youngsters, the electronic sports industry will lead this round of development.
According to the Report on the Electronic Sports industry in China in 2016 released by the working committee on games and publication of China Audio Video Association and CNG in February, the electronic sports games maintained continuous growth in 2016 with a market size of 50.46 billion yuan. LOL, DOTA2 and other traditional brands recorded slight growth in business revenue. Mobile electronic sports saw strong performance with a market of over 10 billion yuan. King of Glory recorded an income of nearly 7 billion yuan.
Tencent, owner of LOL and King of Glory, announced its first quarter results on its website. Its revenue from online games recorded 22.811 billion yuan, up 34 percent, mainly due to growth in revenue from online games and PC games.
Officials in the Expo believed that China’s electronic sports industry is highly marketized and develops fast as the government provides a favorable environment.
"Compared to traditional sports events, e-sports are more entertaining, more popular," said Peng Chao, person responsible for the promotion of Tencent’s e-sports event in Guangxi. The production and adjustment of electronic sports will take full consideration of players’ needs and hobbies. A variety of offline activities can effectively enhance the interaction with the audience. These are key factors that e-sports can continue to attract players for long.
Zhou Chen, Deputy General Manager of Shanghai Opera Valley Network Technology Co., Ltd., believes that there are few top players with high elimination rate in the e-sports industry. Most people cannot become professional players. They can only play e-sports as hobbies, which requires e-sports practitioners to provide them with a wider range of participation platforms and projects, such as live-broadcasting platform and online contest platform.
In his view, on the one hand, the development of the e-sports industry needs to attract both ordinary and professional players to participate in e-sports projects. On the other hand, great e-sports events will play a significant role in promoting the development of the industry.
(Translated by Star, Coral)
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