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As the most universal sports Sports gaming game business opportunities can be a lot of

Posted by: | Posted on: February 19, 2017

Abstract: many people know gaming or because live gaming hot, but in the gaming behind China hundreds of millions, billions of users worldwide, is to create a business empire

 

recently, E-sports Eighth World Conference will be held in Indonesia, Jakarta, 11 China national E-sports team athletes will participate in the "CS:GO" Counter Strike: Global offensive "hero alliance" (non occupation player) "and" hearthstone legend three events. At the same time as the United States, organized by the "hero alliance" game development company Riot Games’s "2016 League World Finals" are also hot, from Chinese, three EDG, RNG, IM occupation corps, is toward the final sprint champion.

is the former national team, the latter is the folk occupation corps, visible E-sports development momentum in Chinese rapidly, both the free competition of the occupation corps, is also recognized by the state of the national team, although electronic games now in the emotional identity and social awareness, there is great difference than other sports, but no one can deny that this is a big gold, and a gold to be developed.

mainstream society is not recognized, leading to this one hundred million gold mining

in August this year, iResearch released the "report" on the 2016 Chinese electronic sports industry and the game live, display Chinese gaming users reached 170 million overall in 2016, 2015 the end of the tour gaming market size of 26 billion 900 million yuan, in 2016 is expected to exceed 30 billion yuan. The gaming game is still the main part of income accounted for more than 91.5%, gaming derivatives accounted for less than 7.4%, tournament revenues accounted for only 1.1%.

From the

report shows that despite the game itself and its derivative income, income is very small compared to the traditional sports, football, basketball sports two big brother income composition, Chinese gaming is still in the learning stage.

According to the "

Chinese football long-term development plan (2016 – 2050)", the number of the whole society often participate in football (not more than 50 million people watched), planning is expected in the future Chinese football market space at 800 billion yuan. Obviously, from sports number conversion revenue, gaming is now highly inefficient, although they can not be generalized, but from three times the user scale contrast, the gaming market in China billion or more is normal.

now Chinese gaming development not mature, showing a large number of participants, revenue channels rarely embarrassment. I think the reasons for this situation are mainly four aspects:

first, the mainstream social recognition, gaming user consumption ability. From Yang Yongxin electrotherapy "Internet addiction" controversy "will be visible, most parents still love the Internet as a kind of abnormal phenomenon in view, which is classified as" work more gaming.





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