"Go one step further and let faith shine." On December 16, the International E-sports Federation (hereafter referred to as: GEF) was formally established in Singapore. As a global founding partner, Tencent posted this sentence in a special way. Conspicuous.
"The discussion on e-sports at the Eighth Olympic Summit in early December was important in that e-sports requires a trusted and fair enough third-party organization to collaborate on the development of players, events, organizers, etc. International standards and corresponding regulations. "Regarding the establishment of the GEF, a senior e-sports practitioner believes that" this may be an important positioning of the GEF, and it also gives the e-sports session a glimpse of hope again. Not only is it rectifying its name again, it is also expected to promote the healthy and rapid development of the industry. E-sports is already the blue ocean of industrial development. "
"Securities Daily" reporter noticed that due to the establishment of the GEF, e-sports has once again become a hot spot in the market, and some of the listed companies that have established e-sports business stocks performed well and were highly sought after. On December 18 and 19, Tianshen Entertainment continued Daily limit, on December 20, Perfect World's stock price also hit a new high in recent years.
Gaming "into the Olympics" reappears "dawn"
On December 7, 2019, the 8th Olympic Summit was held in Lausanne, Switzerland. Participants negotiated on issues related to future development, and related issues on e-sports were discussed again.
"This is not the first time e-sports has been discussed. As an emerging independent project, its competitive nature and extensive participation have made it comparable to many traditional sports." The industry insider told the Securities Daily reporter, " The 7th Olympic Summit in 2018 discussed the question of whether to use e-sports as a competition item, but concluded that it was 'too early' and stated that it would try to cooperate in the future. For e-sports, the International Olympic Committee has been unable to Ignore and have been actively exploring. "
According to the official information disclosed by the International Olympic Committee, the eighth Olympic Summit held recently received a report from the chairman of the e-sports contact group David Lappartient, which contains recommendations on promoting the Olympic movement and Olympic values in e-sports events. In the "Declaration of the Eighth Olympic Summit", the summit proposed a two-speed cooperation approach to e-sports and games. On the one hand, for simulating traditional sports, there is a good potential for cooperation with traditional sports activities. On the other hand, for other types of e-sports projects, at the current stage, they should focus on athletes and players, rather than specific games.
"In 2018, e-sports entered the stage of the Asian Games as a show game. At the 30th Southeast Asian Games this year, e-sports became an official event. Although e-sports has temporarily missed the 2024 Olympic Games, relevant institutions and departments have continued to deepen their knowledge. During the discussion, there are reasons to believe that e-sports' entry into the Olympic Games may not be far away. "The aforementioned industry insiders believe that the establishment of the GEF has finally provided the third-party organizations needed by the Olympic Committee, and e-sports" enter the Olympics "also one step closer.
Regarding the establishment of GEF, Li Yanfei, deputy general manager of Tianshen Entertainment, said in an interview with "Securities Daily": "This is the most critical step for e-sports to enter the Olympic stage as a sport."
Li Yanfei believes that if e-sports can enter the Olympics, I believe that around the e-sports industry chain, it will be in the construction of stadiums, the organization of events, the commercialization of e-sports events, the training of clubs and e-sports athletes, and the training of relevant e-sports professionals Both will achieve rapid development, thereby driving the continued rapid growth of the scale of the e-sports industry.
E-sports industry is booming
E-sports has two characteristics of electronics and athletics. "Electronics" is its method and means. "Athletic" refers to confrontation. Is esports a sports event? The industry has been discussing it for a long time. As early as 2003, the General Administration of Sport of China officially established e-sports as the No. 99 sports event. In 2008, it was approved as the No. 78 official sports competition. In 2017, after intense discussions, the 6th IOC Summit finally issued an official statement, officially recognizing "e-sports as a sport."
After years of development, the e-sports industry has gradually entered the public eye. According to a research report released by Shengang Securities in June 2019, with policy support and the promotion of industrial changes, China's e-sports industry revenue in 2018 increased by 33.2% year-on-year, far exceeding the overall game industry's 5.32%; e-sports The number of users reached 350 million in 2018, a year-on-year increase of 25%, and its growth rate also far exceeded the 7.4% year-on-year growth rate of game users. Shengang Securities believes that the e-sports industry still has the potential for rapid development in the future.
According to the data found by the professional version of Tianyancha, in recent years, the number of enterprises involved in e-sports in China has shown a rapid upward trend. As of December 19, 2019, China's business scope included the existence of e-sports and e-sports, and a total of 3,569 companies in operation, of which 1,116 were added in 2019 alone. The earliest company was registered in 1992, nearly 18 years ago.
The China E-sports industry development report released by iResearch shows that the e-sports Asian Games won the championship and the Chinese e-sports club won the League of Legends S8 Global Finals. These influential news have raised the overall positive perception of e-sports in society. On the other hand, the home game of the Chinese e-sports market is reshaping the entire e-sports industry chain, and the industry as a whole will usher in major changes. Newzoo's "2019 Global E-sports Market Report" states that in 2019, global e-sports audiences will exceed 450 million and core e-sports enthusiasts will reach 201 million, of which China will have the most core e-sports enthusiasts, with an estimated number of 75 million.
In January this year, the Ministry of Human Resources and Social Security announced that it plans to release 15 new professions, including two professions, e-sports players and e-sports operators. In the "Statistical Classification of Sports Industry (2019)" officially released by the National Bureau of Statistics in March, e-sports were officially classified as sports competitions, with the code being 020210210. In recent years, many colleges and universities in China have also established e-sports related majors, and e-sports have gradually entered people's life from niche projects.
Related companies busy layout
The expansion of traditional sports and the Internet has accelerated the development and growth of the e-sports industry. It has also attracted the favor of some listed companies. Related companies are actively pursuing the beach layout and tapping the potential of the e-sports market.
On November 18, 2019, Tianshen Entertainment announced that it will build an e-sports industrial park in Dalian and explore government-enterprise cooperation to jointly build an e-sports platform. Li Yanfei told the "Securities Daily" reporter "that at this stage, the third-party international e-sports event brand" WCAA World E-sports Competition "jointly created by the Dalian Huayuankou District Management Committee and the company in the park has already made preliminary preparations. The WCAA brand series of events-the WCAA2020 International College Competition will be held in Dalian at the end of 2020.
Chenxin Technology is also a listed company that earlier deployed e-sports business. The company's e-sports business mainly includes the establishment of e-sports events, club operations and talent training, and integration of e-sports resources, in an effort to create an independent e-sports talent ecosystem. In the 2018 annual report, Chenxin Technology stated that it will actively expand the new "e-sports +" model combining e-sports with other industries. It plans to continue to vigorously expand its e-sports business. In the 2019 semi-annual report, Chenxin Technology said that with the introduction of a number of national e-sports industry policies, the e-sports industry has entered a period of rapid development, and the company's e-sports industry chain has gradually taken shape.
Tianshen Entertainment, Chenxin Technology and other companies entering the e-sports are just a microcosm of competitors in the industry looking for new industry space. "Securities Daily" reporter noticed that Perfect World, Giant Network and other A-share game listed companies have gradually gradually combined the entertainment attributes, competitive attributes, and cultural attributes of game products through e-sports to comprehensively play the form, content, and functions of games. Integration, promote the rapid development of game business through innovative business models, and gradually form their respective e-sports ecosystems. The concept of e-sports has gradually become a hot spot in the market. (Reporter Li Yong)
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