男女羞羞视频在线观看,国产精品黄色免费,麻豆91在线视频,美女被羞羞免费软件下载,国产的一级片,亚洲熟色妇,天天操夜夜摸,一区二区三区在线电影
USEUROPEAFRICAASIA 中文雙語Fran?ais
Sports
Home / Sports / China

Electronic revolution in motion

By Shi Futian and Sun Xiaochen | China Daily | Updated: 2017-12-03 07:48

Electronic revolution in motion

Around 40,000 gaming fans attended the 2017 League of Legends World Championship final between two South Korean teams at Beijing's Bird's Nest stadium on Nov 4. [Photo provided to China Daily]

Lucrative competitive gaming sector taking China by storm

China is ushering in a golden era of e-sports, with industry revenue, prize money and viewership all skyrocketing to reshape the traditional sports entertainment landscape.

For those unfamiliar with the phenomenon, the ongoing playoff for the King Pro League's fall season provides a perfect snapshot of just how and why the gaming craze is sweeping the country.

The league, based on Tencent's role-play fantasy mobile game King of Glory, kicked off its eight-club playoff in late November, with arenas sold out for every matchup.

Hours before the Nov 26 clash between the defending champion QGhappy team and Shanghai-based club JC, a huge crowd queued outside the venue waiting for admittance.

Inside, fans were rewarded with an electric atmosphere and a slickly produced show, with jumbotrons, subwoofers and a high-tech lighting system creating an overall effect akin to a live NBA game.

Thanks to the popularity of King of Glory, which has attracted over 200 million registered users since its launch in 2015, the KPL has eclipsed some of its traditional sporting rivals in terms of viewership.

Its 2017 spring season was viewed over 2.68 billion times on streaming platforms, more than nine times the total viewership for the 2016 season of soccer's Chinese Super League.

Last month, Beijing's iconic Bird's Nest stadium witnessed hysteria levels not seen since the 2008 Olympics as 40,000 fans attended the final of the 2017 League of Legends World Championship, based on US developer Riot's hit multiplayer online battle arena game.

"The LPL's (League of Legends' professional competition) ascent to massive popularity, as evidenced by its online viewership of 2.7 billion for just the first half of this year, has heralded a new era for the sports entertainment business in China," said Mars Hou, a senior manager of Tencent Interactive Entertainment.

Years ago it would have been absurd to think that a videogame event could generate such interest levels and stir national pride, given the government's once-critical stance on gaming's influence on youth.

Electronic revolution in motion

Students brave the cold and rain in Hangzhou during an online gaming competition in November last year. LIAN QUOQING/FOR CHINA DAILY

"It's unimaginable that competitive video games could be developed into a serious business now with so many followers, with so much money at stake and with the government's approval," said Meng Yang, a retired League of Legends gamer who now works with Tencent's online development department.

According to the 2016 China Game Industry Report released by industry analyst Penguin Intelligence in June, the market value of China's e-sports sector reached 20 billion yuan (about $3 billion) generated by gamers' spending, copyright distribution, merchandizing and e-commerce.

Another industry consulting agency, iResearch, estimated that the figure will rise to nearly $7 billion by the end of this year, with the number of registered online gamers jumping to 220 million from 170 million last year.

To illustrate just how high the stakes are for competitors, the total prize purse for all e-sports tournaments in China last year was $51 million, according to market researcher Niko Partner. That's around 22 times the amount tennis star Li Na earned for winning the 2014 Australian Open.

Seal of approval

As China aims to develop an ambitious sports industry valued at 5 trillion yuan by 2025, the government and traditional sports bodies have embraced e-sports as a legitimate contributor to the sector.

During an October 2016 executive meeting of the State Council, China's cabinet, Premier Li Keqiang urged all relevant departments to work on preferential policies and to upgrade facilities to boost e-sports growth and consumption.

It was another significant pro-gaming step from the government after the General Administration of Sport of China recognized e-sports as the country's 99th athletic event in 2003 amid debates over whether it should be considered sport at all.

There is no debating the fact, though, that the traditional sporting world is taking notice of e-sports' rampant growth.

"E-sports has specific rules and time limits designed specifically for person-to-person intellectual competition, whereas playing online games is just a pastime for personal recreation," said Ding Dong, director of the information center at the GASC, the sport's governing body in China. "There is a clear distinction between the two."

The endorsements of top athletes are also adding to e-sports' kudos.

One of the keenest and most knowledgeable celebrities watching the action at the League of Legends World Championship was former short-track speed skater Wang Meng.

"The development of e-sports will go beyond a lot of people's imagination," said Wang, who won four gold medals at the 2006 and 2010 Winter Olympics, at the Bird's Nest.

"If you came here to experience the grand final, you will be overwhelmed by the passion of fans that is comparable to any other major sport."

In the past few years, government-funded e-sports towns have mushroomed across the country in lower-tier cities such as Kunshan, Jiangsu province, and Chengdu in Sichuan province, with the lucrative industry providing a big boost to local economies.

The government's push makes demographic sense, too. Tencent's Penguin report showed that 41 percent of e-sports fans live in second-tier cities, followed by 17 percent in third-tier centers.

Previous 1 2 Next

Most Popular

Highlights

What's Hot
Copyright 1995 - . All rights reserved. The content (including but not limited to text, photo, multimedia information, etc) published in this site belongs to China Daily Information Co (CDIC). Without written authorization from CDIC, such content shall not be republished or used in any form. Note: Browsers with 1024*768 or higher resolution are suggested for this site.
License for publishing multimedia online 0108263

Registration Number: 130349
FOLLOW US
主站蜘蛛池模板: 筠连县| 汕尾市| 明水县| 舟山市| 丹寨县| 金门县| 穆棱市| 达拉特旗| 西昌市| 荣成市| 伊宁县| 临洮县| 巴楚县| 连平县| 航空| 汉沽区| 夏津县| 静安区| 平度市| 潞城市| 德格县| 广安市| 灵川县| 东平县| 庄浪县| 石门县| 商城县| 卓尼县| 沾化县| 巩义市| 澄江县| 徐州市| 清水县| 五寨县| 白城市| 曲靖市| 禄丰县| 衡阳市| 常山县| 伊金霍洛旗| 辽阳县| 海口市| 临汾市| 武冈市| 绥江县| 清水河县| 龙江县| 晋中市| 台湾省| 孙吴县| 汝州市| 陆河县| 宾阳县| 六枝特区| 来安县| 繁峙县| 保德县| 浦县| 静海县| 江门市| 清徐县| 靖西县| 青海省| 长兴县| 玛曲县| 芜湖县| 永州市| 莒南县| 松溪县| 闻喜县| 兖州市| 游戏| 晴隆县| 嘉善县| 唐山市| 松阳县| 兰州市| 阿拉善右旗| 嘉黎县| 旬阳县| 鸡东县| 罗城|