Tianjin Electronic Sports Promising
E-sports Games in Tianjin, the first students in March 2005 to 6 months with 18 full-time
university in Tianjin, 22 full-time Vocational and Technical College 260 000 school students will participate in this competition. In a sense, the competition has become competitive in the emerging electronic access to sports opportunities, E-Sports is the status? To where it will develop? Tianjin students this reporter interviewed the PC network of electronic sports competition Minister Zhang Tao.
"E-sports is the most mass-based sports, November 18, 2003, the State Sports General Administration issued a document, agreed to the establishment of electronic games for the official launch of our first 99 sports." Tao told this reporter "The current e-sports has become a University Games and the Games of the program. E-sports in Korea and Europe and the United States and other countries have towards professionalization and industrialization, China has tens of millions of e-sports enthusiasts."
Tianjin development of electronic games to be promising
Zhang Tao, said to reporters: "Tianjin currently more than 20 million e-sports enthusiasts, but the overall level is not high, 60% to 80% of students at school. They had not made the country more outstanding achievements. It can be said in the e-sports Tianjin has not been very good development, electronic games of the campaign have not received enough attention. " Tianjin
then the main reason for the slow development of electronic games up? According to Zhang Tao analysis, the following reasons:
First of all, events at the organization level is not high, which to some extent, discourage the enthusiasm of the organizers. The absence of unified management, event and rule disorder, game system is not standardized, so that e-sports, justice and authority can not be guaranteed.
Secondly, the continuity of e-sports events is not strong. "First," "biggest" in the name of the first class are not uncommon, but see the "N th" are really very few opportunities. As a sport, has a mature and stable event, continued strong capital investment and improve the operation of the institution just is undoubtedly fundamental.
Third, trade rules, whether electronic games, or the level of employees have a certain gap with developed countries. Next, the competitive needs of specific rules and specific rules for the staff to formulate competitive. Only by developing the corresponding detailed rules in order to reflect the seriousness of competition, fairness and equity.
Fourth, the reliance on electronic games technology and economic development are inadequate. E-sports is the product of the times is the result of technological development. Combination of high-tech and sports is not unique to electronic games, competitive sports to the current level, not so much a contest between athletes physically, as it is national, technological and economic strength throughout the contest between. In addition, Tianjin is also a lack of more powerful electronic sports promotion sponsor. It is because of these obstacles, the level of electronic games in Tianjin was not fast increase.
"However, we do not have to e-sports development in Tianjin pessimistic," Tao told reporters with confidence, "from disorder to order, from the messy to the unification, we need a process, the upcoming E-sports Games in Tianjin will be the first students was a major e-sports event. the concern of the community, once a sponsor investment e-sports competitions will continue to raise the level of good competition will lead to more sponsors and investors will form a virtuous cycle. "
Mature business model is key to the development of electronic games industry
Some data indicate that E-sports in South Korea has become the annual output of 4 billion U.S. dollars in the industry, equivalent to about 33 billion yuan RMB, and the related industrial chain of value than the automotive industry.
According to the latest "Fifteenth China Internet Development Statistics" shows the total number of Internet users in China to 94 million, more than half a year ago an increase of 8% in the number of broadband Internet access to 42.8 million; Internet computer to 41.6 million units, an increase of more than six months ago, 14.6%; network bandwidth of total international exports 74429M, more than half a year ago increase of 38%. "2004 China Game Industry Report" shows that in 2004 China's online game users to 13.8 million in 2007 to reach 41.8 million; 2003 online game publishing market, the actual sales (ie, sold the end consumer) revenue was 24.7 billion yuan more than in 2003 an increase of 47.9%, in 2009 China's online game publishing market revenue will reach 10.96 billion yuan.
Zhang Tao that can be seen from these figures, there is a huge domestic market potential. Currently, the development of online games in China at an alarming rate, the scale is also expanding rapidly. After years of development, the program has created a wide range of people, culture and market-based. In this hotbed of great online game, in the breeds top sports master the future, it also breeds a different kind of economic event. If the current rate continues, in the near future, China's market capacity of electronic games will be several times or even ten times more than South Korea.
At present, electronic games have been nationally recognized, all over the sports authorities should also look at it as a sport. China's table tennis, gymnastics, diving sports in the world focused, thanks to the national training system, complete, electronic games also need the guidance of state and government and promote.
If the formation of a mature business model, will boost China's further development of electronic games industry. Domestic reason for the various events at the lack of major sponsors, The reason lies in the lack of adequate influence the size of the market can not be formed, so sponsors will not be interested. Therefore, the business models for the development of electronic games is very important.
Adding sponsors to accelerate the process of electronic games industry. In Europe and the United States and other developed countries, behind the electronic games industry has one or several large PC makers to provide support. Organizations such as the Samsung WCG, U.S. companies such as IBM and nVIDIA sponsored CPL competition, are the industry's top e-sports event. These events support the sponsors in increasingly fire, and sponsors have also been fully return from. This company supports events, event returns a virtuous circle of companies to make foreign electronic games industry has developed rapidly. Brand sports event will help improve the competitive level and ornamental value, to attract the audience attention, opening up new markets, promote the formation of the industrial chain.
Tianjin Electronic Sports Promising
By: betty
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