The rapid expansion of the e-sports industry


   our reporter Li Pengda

  A few days ago, Shanghai Jiaotong University released the "Global E-sports Capital Evaluation Report", which evaluated 15 cities in the world dedicated to the development of e-sports capitals. As a pioneer in the development of Chinese urban e-sports, Shanghai has many high-quality e-sports companies and As a complete industrial cluster, it ranks second, with cities such as Paris, Beijing, Seoul, Hangzhou, and Chengdu in the second echelon, and Haikou, Wuhan, and Xi'an in the third echelon.

Various localities have successively introduced supporting policies, and it is a general consensus in the industry to "accelerate the development of the e-sports industry as the general trend".

  According to the "Research Report on China's E-sports Industry" released by iResearch, the overall market size of my country's e-sports will reach 147.4 billion yuan in 2020, a year-on-year increase of 29.8%.

The growth mainly comes from the rapid expansion of the mobile e-sports game market and the e-sports ecological market.

Affected by the new crown pneumonia epidemic, users' online entertainment hours have increased, driving the growth of the mobile e-sports game market to 36.8% in 2020, and the e-sports ecological market growth rate of 45.2%.

  The continuous increase in the influence of e-sports games and events and the acceleration of commercial development have led to the vigorous rise of game live broadcasts, e-sports sparring, and e-sports derivatives downstream of the e-sports industry chain.

The "Report" predicts that the e-sports ecosystem will occupy 28.3% of the e-sports market share in 2021.

Among them, the game live broadcast market will exceed 24 billion yuan, and the e-sports sparring market will exceed 14 billion yuan.

  As the most important communication channel for e-sports games and events, live broadcast platforms not only enhance user viewing experience, but also prosper the game copyright market.

In addition, the head gaming IP has begun to gradually create its own derivative content.

  User scale is the foundation of industrial development.

The "Report" believes that since the epidemic, many traditional sports events have been suspended, and e-sports events have started online competitions and hosted world events. This has brought further expansion of e-sports users. In 2020, the number of e-sports users will reach 500 million.

"As the e-sports user group grows older and their spending power continues to increase, the future market space will become larger and larger." said Dong Qianzhou, an industry researcher at the China Academy of Information and Communications Technology.

  "After more than 10 years of development, my country's e-sports industry has become increasingly mature in terms of event hosting, crowd base, content production, etc., but it is still in the early and mid-stage of development." Dong Qianzhou believes that there is no first-level e-sports industry association in my country, which makes There is a lack of suitable subjects for docking with the International Olympic Committee, international competitions and related industry organizations, and there is also a lack of effective coordination institutions in the fields of industry standard formulation, industry research, and industry services.

In addition, many government departments only manage the e-sports industry from this field, failing to form a policy synergy.

  What does not match the rapid development of the e-sports industry is that talent is still a very scarce resource.

"The e-sports industry, as an industry that deeply integrates sports and entertainment, is currently in a stage of rapid development. The overall demand for talents is growing rapidly, and there is a strong demand for compound talents," said Chang Meng, director of the research institute directly hired by BOSS.

Our reporter Li Pengda