Finance--E-sports: New Momentum for Economic Growth
“Directly driving consumption is an important manifestation of e-sports as a new economic kinetic energy. What is more important is that e-sports has become a new channel for increasing employment.”
According to the "2018 E-sports Industry Report (Events)", in the related electric competitions held in China in 2017, there were more than 500 hot electric competitions. On the basis of more than 77 billion yuan last year, the scale of the domestic e-sports industry will exceed 88 billion yuan this year. In addition, the growth rate of e-sports users in China has remained above 20% in the past three years, and the user scale is expected to reach 430 million this year. Behind the huge user traffic and huge commercial volume and China's emergence as the world's largest e-sports market, it reflects a strong and sticky industry chain.
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The upstream game Ip (Intellectual property) is the most profitable part of the entire industry chain, including game developers and operators, event organizers and organizers. The most telling question is the "Big Ball Battle". In the finals, only 12 million yuan will be sold for copyright; the next is the team operation, the player's brokerage business, and the e-sports live broadcast. At the same time, the content and Ip of the event can be sold through copyright after the production; the next step is the panning of e-sports. Entertainment layout, including the extension of e-sports Ip into animation, novels, movies and other content.
At the same time as the vertical industry in series, e-sports can also strongly promote the surrounding industries. The first is commercial advertising sponsorship. Take the KpL King Glory professional League as an example. The total sponsorship this year has exceeded 100 million yuan. Secondly, ticket sales, preliminary statistics, a large-scale electric competition can attract 40,000 people to watch the game, the number of people in the previous two LpL World Finals exceeded the number of people watching the NBA Finals. The third is e-sports education and training, including multi-faceted e-sports education resources services such as combat technology training, assessment and certification, and employment recommendation. Moreover, there is a shortage of 260,000 e-sports professionals in China, and e-sports education may become The most important part of the e-sports industry chain.
The combination of online competitive entertainment and offline business is a significant trend in e-sports expansion industry investment chain. It is reported that not only Internet giants including Tencent and Ali have announced plans to build an e-sports museum in China, but also professional game companies such as heroes and other entertainment companies have cooperated with foreign companies such as K11 in Hong Kong. Urban layout e-sports venue. In addition to earning revenue through hosting events and live events and ticket sales, e-sports venues can also attract people through events, and then make profits through catering, board games, and online services. Concerts, meetings, conferences, etc. can be held. The activity gets the harvest. More importantly, e-sports venues also help to improve the industrial level of a city. This is also the case. Many local governments participate in the construction of e-sports halls in the form of ppp.
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Directly driving consumption is an important manifestation of e-sports as a new economic kinetic energy. On the one hand, e-sports consumption habits often show that e-sports fans are more keen to spend in-game and buy more skin and brand peripherals. On the other hand, many e-sports users come to the site to watch the game, many shopping centers can choose to cooperate with e-sports companies to organize events to introduce people to offline shopping places, and open the cross-border integration of “markets + e-sports”. At the same time, offline fans can be flown to the e-commerce platform through online competitions, live broadcasts, etc., or cooperate with e-sports stars, using game interaction, social interaction and other methods to combine with e-commerce products. E-sports fans economically drive product sales and achieve seamless integration of “e-sports + new retail”.
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More importantly, e-sports has become a new channel for increasing employment. On the one hand, the emergence of e-sports has completely subverted the game's mainstream values ??of “not doing business”, and e-sports has risen to a skilled, professional and professional sports; on the other hand, e-sports is no longer “rich two”. "Specialized games", more grassroots youth can participate, making e-sports more widely involved. In particular, with the market-oriented operation of e-sports clubs, many gamers can turn from amateurs to careers, thereby obtaining stable income, and after the expiration of the service, they can successfully enter industries such as e-sports training and game development. . Although there are still very few e-sports players who get millions and millions of annual salary, with the increasing number of e-sports users and the formation and expansion of the e-sports industry chain, the rewards for e-sports practitioners will surely come. The higher. According to the "2018 China E-sports Development Report", 41% of game amateur players have long-term career planning in the competition industry. Among them, young people under the age of 25 want to become professional players with the strongest desire. E-sports will become an important place for Chinese people to find employment. .
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