Those things about e-sports 's games
DaDa / tr. by Phil Newell)
Today DaDa will talk to you about e-sports.
For friends who do not understand e-sports, the so-called e-sports is, to put it bluntly, online games, and is usually accompanied by the sentence "play this, there is no way out!" But for almost everyone who loves to play games, e-sports or online games are the memories of their entire youth. For example, everyone is familiar with League of Legends.
With the development of the Internet, e-sports has developed from the initial "just games" to the current industrial level. In most countries, e-sports has long been listed as a sports competition. In China, in 2003, the State General Administration of Sports officially approved e-sports as the 99th sports competition. One of the most sensational things in e-sports recently is that China won the final world championship on behalf of RNG in the 2018 League of Legends mid-season invitational tournament. DaDa said that at that time, all the friends around me were boiling, cheering and raising their glasses to celebrate. I really felt everyone's love for e-sports and the motherland.
China's e-sports industry started late, but developed rapidly. Up to now, the number of e-sports fans has increased greatly, and the domestic e-sports market scale and market penetration are also on the rise. The domestic e-sports market mainly includes e-sports game income, e-sports derivative income, e-sports event income and so on. And the domestic e-sports game classification is also quite rich, including MOBA class, FPS class, RTS class, TCG class, chess and card class, fighting class, sound and dance class, racing class, etc.; among them, the representative of MOBA class is League of Legends and Arena of Valor, the representative of FPS class is crossing the line of fire, Assault Fire, the main representative of RTS class is Warcraft, the representative of TCG class is hearthstone legends, and so on. The two game platforms of Tencent and NetEase have almost become the two giants in e-sports 's game industry, leading the research and development and agency field of PC games and mobile games, continuously providing high-quality e-sports games, which can be said to have played an important role in the development of domestic e-sports industry.
May 20th, an ordinary and extraordinary day, was flooded by the news of RNG's victory in moments. Some people say that when RNG brushes the screen and shakes the campus, admit it, the golden age of China's e-sports has come. The veteran of the RNG team said in an interview, "in fact, this is my biggest dream in six years. I think it came true today. We are really champions." Equally excited are the countless colleges and universities in China, and the cheers of student buildings are all over the campus. See, the era that belongs to e-sports industry has really come. E-sports user group covers the most consumptive second-and third-tier urban groups in China today, covering young people of the entire age group. The flow of screen brushing, coupled with the unlimited future of young people, in this unprofitable early era, e-sports has gradually become a large traffic entrance, the potential business value is constantly being excavated by people.
E-sports 's commercial value is not limited to e-sports itself, but continues to extend offline, the most significant is the brand effect. Take the HP game laptop endorsed by the RNG team, as well as the HP propaganda on their uniforms, can bring inestimable value to HP. E-sports 's derivatives, game live streaming platform is the fastest growing and most popular industry. At 09:30 local time on May 11, 2018, Huya successfully listed on the New York Stock Exchange of the United States, becoming the first game live broadcast platform in China. Of course, as such a pioneer, Huya faces a lot of difficulties and pressure, including both competition among the same industry and external obstacles to development.
The same is true of e-sports industry. Although the times are developing and mankind is making progress, there are still some people who are skeptical about e-sports. However, judging from the current development situation, e-sports industry still has a lot of profit space and commercial value to be developed. Let's wait and see!
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