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Internet _: spring of the esports industry,

Internet _: spring of the esports industry,

Internet +: spring-e-sport of the esports industry, the Internet-IT news

On April 12, 2004, the SARFT issued a circular on notification of banned computer network game show, all competing shows have been off the air, which means that from that moment on, Korea e-Sports Road, completely blocked in China.

Mainstream media is banned for competing against deadly, like the body was blocking the throat, difficulty breathing. Strangle investors left in droves, making an already fiery e-sport market suddenly stepped into the cold winter. Moreover, the Cyber way which only rely on race bonuses, making their survival is particularly vulnerable, follow esports Club is on the edge of survival struggles, eSports players overall package is substantially reduced. Brain drain makes it difficult for China into the esports industry extricate itself from the mire, especially in 2008, under the influence of the financial crisis, depression across the bleak picture of the esports industry almost brought China into the abyss of death.

The good news is, Chinese e-sport enthusiasts and people didn't give up, they have been adhering to and explore, explore a China competing their way. The saying goes, success is always reserved for those who are prepared, God did not kill hopes of competing in China, darkness is temporary, just hold on, maybe because the light is coming. "The Internet +" age of, giving the esports industry more liquidations, eSports into another spring, China might be able to help.

Mr LU Xun once said, "no road in the world, taking the road more people became. "Competing in China used to be a barren wasteland – no way out, but if you have more pioneer, more people will dare to explore, the road there is.

The first road: live streaming platform + Cyber + sponsors

Traditional TV suffer blocked electronic sports are forced to find new ways to liquidate, while development is at the cusp of the Internet, people are beginning to consider the combination of cyber and Internet, so the realisation of a new model with the birth of: live streaming platform + Cyber + sponsors.

Competing business model, this model is one of the earliest, eSports fans only need to sit in front of the computer to watch a world-class competition. To cite an example, the WCG world finals in 2005 and 2006, WE Club SKY Li Xiaofeng get WCG two consecutive championships, wearing a flag on the podium, eSports fans all over the world watch.

In fact, live platform mode + Cyber + sponsors formal and traditional media alike, is grafted onto a computer terminal platform consists of live television. However, despite the rapid development of the Internet in recent years, network audience number is far less than traditional media. Investigate its reason, while is because compared traditional TV media of terminal base, computer of universal degree currently also far cannot beyond, especially in some relative behind of rural area, computer of universal very limited; on the, people has formed see TV Live of habits, and this consumption habits entrenched, special for age partial big of crowd, to let some habits in short time within change is very hard of things. In addition, the spread of the Internet is generally from a point to a plane, its scope is only limited to the esports fans most of the time this relatively small population, however, the traditional media a "hard push" spread effect is immediate, travels faster, covers a wide range.

Therefore, this model's influence is relatively limited, e-sports in this mode for a long time, can barely survive. However, the kind of flower, and accidentally stumbled into willow. This unexpectedly esports anchor to the top, competing presenter's income dramatically, such as lol ash 15 million signing of betta, PDD signed more than 10 million banners, strawberries do levels. Here not to discuss competing anchor industries is high or not, but there is no denying that anchor, praised the reaction of the esports industry, enhance the influence of the esports industry.

Second way: rich second generation models

"Second generation" has been labelled a wealth in China "," shallow "and" determination "label, but in the esports industry, it cannot be denied that some e-sports-loving" second generation "with China through a most difficult time.

Since 2008, affected by the world financial crisis, a bleak picture the esports industry. Sponsors gone, promotion channels too narrow, pattern no e-sport has once again dropped back to darkness, many competing organizations were scattered, many people are forced to change careers. But some love for esports "second generation" of esports in China could not bear to see end, acquisitions or share esports Club, luckily dodged the esports industry. To cite an example. On August 2, 2011, in mainland China's richest man, Wang's son Wang Sicong strong into the esports community, funded the acquisition of three months from the establishment of CCM esports team, and renamed it the Invictus Gaming (IG) Club.

Out of interest such as Wang Sicong, willing to "deal or no deal" is quite widely shared. Rewards the rich second generation inputs for esports Club and industry enter the blood. Moreover, Wang Sicong special backgrounds, can attract the media attention, thus increasing exposure of e-sports. However, the rich second generation have no bottom line the poaching spree, resulting in vicious competition, the Club's operating costs increased significantly, small and medium clubs would be hard to survive.

Third way: live streaming platform Taobao + + e-sports

This model is of epoch-making significance in the Chinese history of esports, mentioned above, lack of cash have been the core elements of that plague competing development in China, live platform + power + plus terminal which Taobao is a little eco-system.

YouTube live streaming platform is the most comprehensive, December 8, 2010, YouTube listed before listing, started to push the games channel, especially in e-sports, decommissioning of many DOTA players and commentary, began opened its own channel on YouTube. Meanwhile, the rise of online shopping websites such as Taobao, Jingdong, being warmed by the heat also affects the esports industry. Youku, Taobao, competing with each other and mutually beneficial coexistence, jointly opened an era of Pan-esports. This means that Chinese e-sport, and has its own marketing channels, with the realisation of their product, their way, from this point on, even if no sponsor, no rich second generation, e-sports or live.

On May 11 this year, the world's top race in WCA joint treasure games, YouTube announced in Guangzhou "WCAPLUS growth plans." WCA spokesman Mao casually said, WCA hope together large Taobao, YouTube and other Internet traffic through data analysis, integration of online and offline modes expand esports stars at the public level of visibility and influence. By then, the stars will end "stragglers" State.

Review competing in China's history, tortuous and difficult, from 1998 to 2015 after 18 years of time, competing people never give up, finally explored a competing Chinese own way. However, God does not forget China's unremitting efforts made by people, live platform + + e-sports model of Taobao's competing best gift, from now on, competing can finally hold fate in your own hands.

Of course, compared to Korea's mature competing modes, this model there is a lot of instability, which originates from difference of esports. People on the extreme ideas failed to completely change, education failure is attributed to the game, so as an esports gaming-related industries also failed to run away. Moreover, strong public pressure prompted the country's competing policies cannot afford to relax even esports can greatly promote the economic development. But in any case live platform Taobao + + e-sport mode is the mode best of esports in China is, after all, viable is King.








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