China News Service Haikou, June 16 (Reporter Huang Yi) The 2021 Global E-sports Leadership Summit and Tencent E-sports Annual Conference were held in Haikou on the 16th. Ma Xiaoyi, Senior Vice President of Tencent Group, said in his speech that e-sports is now Become a brand new "super digital scene", begin to have more intersections with daily life, and create more value and possibilities in different fields.

  Ma Xiaoyi said that the development process of e-sports is also the historical process of the continuous deconstruction and reshaping of human society by the Internet, and the continuous migration of human civilization to the digital space.

Today, this process is still accelerating. Purely "sportsization" can hardly fully carry the value and boundaries of e-sports.

  Ma Xiaoyi said that statistics found that the proportion of e-sports players or e-sports teams with clear preferences among e-sports users is more than 30%. This figure is 40% in the football field, and the two are very close.

"It is with so many people's connections and emotions that the development of the e-sports industry is gradually embedded in the development of the times, and it has increasingly strong vitality and social value."

  On the same day, Penguin Think Tank, Tencent E-Sports and "E-Sports" magazine jointly released the "2021 China E-Sports Industry Development Report" (hereinafter referred to as the report) on the 16th.

According to the report, in 2021, Chinese e-sports users are expected to reach 425 million.

The society's attention to the e-sports industry has been increasing year after year, and the recognition of the development of the e-sports industry has continued to increase.

Widespread attention and recognition are gradually transforming, and commercialization methods are becoming more abundant, radiating derivative industries.

  According to the report, e-sports has become an emerging way to drive tourism and consumption in various places, bringing new momentum to urban development; thematic e-sports products penetrate into consumers’ daily lives and have great potential for development; e-sports-related training has become a new hot spot for education, and needs to be further improved. attention.

  The report pointed out that from the re-screening and dissemination of e-sports content on social platforms, the frequent appearance of offline e-sports-themed commercial entities, and the endless emergence of various e-sports related items, it can be seen that young users continue to expand the boundaries of e-sports consumption. The industry is constantly enriching its spiritual core to meet the emotional and consumer needs of young users.

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