Abstract
2003 10 31, the State Sports General Administration has officially approved the formal launch of e-sports is the first of 99 sports. As a new athletic event, South Korea, the United States, Northern Europe, as electronic games, name the
I. Introduction
I remember when games come out at the beginning, its global market revenue but millions of dollars, no one thought 20 years later, it will return up to billions of dollars in the development of adult big market in one fell swoop beyond the film to become the boss of the entertainment industry. But a long time, for the electronic entertainment industry, serious errors will be reported. media practitioners and players reported that the nature of the game should be emphasis on entertainment, few people able or willing to rise to theoretical level to study and discuss the problem, but not thought through such a relationship. natural in a market economy will be of interest. The so-called elite level, was reluctant to address the electronic entertainment industry has long been popular in this culture, the social reality of the public. Video games are the crystallization of intellectual people, people through the complex mental work and get work, electronic entertainment industry is a very serious business. it with other cultural works such as novels, films, music and drama is no different. Therefore, as the industry reports are also participants, we must with a research approach to face it. the game is to play, but why it should not produce effective? Therefore, in the following article, neither should it high on the altar dedicated to pay homage to the soul should not be contemptuously dismissed as one electronic heroin disdain it. but from the perspective of equality, through the performance of those colorful colorful flashy return to analyze the original, the only way to ensure that the conclusions in order to maximize the objectivity of Our discussions to find a common ground.
2002 年 4 月 22, edge into the mainstream, established the position of the mainstream culture industry. The 2003 Electronic Sports more people began to concern, it should be said that 2003 is the electronic games market, the scale of the first year. With the domestic mass gradually increased the competition game, China Central Television and other mainstream media, there have been e-sports programs, electronic games in the public's influence can not be ignored.
only because of various reasons, in the the early stage of vigorous development, the Chinese were the first 99 sports on the spread of a cultural revolution mm2004 on April 21, after the third week of April Fool SARFT issued type of program, (esport) column will also be . but in the end CCTV chief editor's office, or made a decision, harbinger of a coming storm of this ban. while basically gamers looking forward to the first live broadcast of CEG and CIG can not be achieved. It is also worth noting that the Travel Channel broadcast of the ; issued a month ago was off the air. According to informed sources, largely because the part of a file and Fujian as a typical game show is in the example in the CPPCC members.
picture shows off the air has reached 2 on the characteristics of sports rules, has begun to show it has the essence of sports properties. At present, a popular e-sports such as football, basketball, shooting, real-time strategy, chess and other items and categories, and both are electronic and sports video games sports the perfect combination. E-sports network with the current popular games as the biggest difference is that e-sports to participate in sports to exercise and improve the and willpower; and video games in general starting point and purpose of the different results obtained are completely different. E-sports is basically a sports model, generally 10 to 30 minutes to end a game; and a general sense or misinterpreted is a video game developer in advance through the design of the movement in the game, the game is a real sport.
photo shows Vice Huixian China Sports Federation explained the concept and classification of e-sports in China
2.2, E-sports has grown into one of the masses loved kinds of sports. more gratifying is that although China E-sports in the civil spontaneous state, but activity level is also worth noting Cup Korea 2001, China won two amateur gold, one silver and one bronze in the record , attracted international attention; but because of the lack of unified management and standardize the development, so in 2002, 2003 all civil spontaneous abroad to participate in the competition results have dropped significantly. All-China Sports Federation Vice Huixian in explaining the concept of e-sports classification, they also repeatedly stressed that just a few years back, when one inevitably regret!!!
Third, the media is how birth of electronic games?
3.1 derived from the development of news media
eSports news in the digital development process of reported gradually produced a number of sports. The so-called digital sports, refers to the use of information technology management, development, experience, dissemination of sports, it is a wide range of information technology and sports combined. is a new era of digital sports an important part of sports, the development of digital Physical and digital sports industry is to further promote the development of sports, society and the public to meet the diverse needs of the growing sport. digital sports development process in the short gave birth to the embryonic form of e-sports. And by virtue of their electronic games in News spread fast in the great development of the news value. E-sports is the use of information technology as the core of the software and hardware as the equipment carried, the rules in sports to achieve the oppositional movements between people. Through this exercise, participants can exercise and improve thinking ability, responsiveness, eye-limb coordination and willpower.
3.2 in the news media how to deal with electronic sports and traditional sports of the relationship
as electronic games are all the games sites is virtual. Therefore, the requirements of the traditional sports venues obvious characteristics. E-sports is that it does not have the advantage mm which is also its weakness.
how to report it? Because, no matter how big the game for we can put players, referees, including the news media, of course, the audience placed anywhere in the world. only need a computer and networking terms. then live coverage of the so-called traditional sports with a huge difference.
reported so competitive is to develop or subvert? This is a huge issue. football first came no one knows how to participate in a 22-person race in a limited space for news dissemination. Today, the news on e-sports reported at only a Competitive share a great similarity, if the clan truly a fixed source of income; a dedicated management staff; a fixed period of time to participate in events held periodically; the effectiveness of the relevant departments in the surrounding development. In China, this is absolutely essential is the trend of the industrial model. eSports coverage of the same need the same professional reporter involved, they need specialized training, long-term experience. these should be competitive this new electronic reporting should be the first sports to be considered.
Fourth, the media is how to make E-sports get rid of the first 99 official sports program. development lasted more than 6 years following the Electronic Sports Network after the game was finally out of the is now the second year of life, the domestic to the national competition held electronic games has more than 15, including the old well-known events: WCG, CBI national games competitions, including for example, in 2004 the Ministry of Culture Cultural Competition Network (E- HERO), the State Sports General Administration's 2004 National Games of China E-sports (CEG) and other official events. between the above, we roughly estimate a bit conservative, 04 year addition to the 15 national competition, the same time also held 10 or so other electronic games in the national competition, that is, in the healthy development of electronic games should have the first year, there are about 25 national events held nationwide, an average of more than 2 month the national competition, the domestic output value of electronic games industry will exceed this year's race 3-4 times, up to 3,000 million. What does this mean? This means that professional electronic sports popular Overture, in the high bonuses, frequent event support, the Chinese electronics to professional sports, and regularization, this should be the health of the inevitable!!!
If the Athens 1896 Olympic you recall, the 2001 Seoul will remind you of the first session of the WCG tournament. around the world players can race here and enjoy the game together, through their efforts will also win the honor in their own country, WCG will be held by electronic sports trends and leading electronic entertainment. had to deny that, although China has a huge e-Sports players, but in the WCG global tournament of this level, we are an out of the weak, one might say that the Chinese athletes in 2005, Henan WCG player Li Xiaofeng (Sky) is not in the game Warcraft 3 won the title, and Star game from Fujian, Wang Wei (Storm) also achieved good results in the fourth? But do not forget, WCG, a total of eight projects, including PC games 2 6 XBOX games, which times champion Li Xiaofeng (Sky) through the great efforts the league and in the absence of a reasonable national attention the case received for our country. We can shoot in the Olympics medals table on the first three, however, here we can only be in China shot back in South Korea and other countries outside the top three.
photo journalists WCG2006 QQ exclusive interview
players in the Olympics sports, electronic games are also sports. But in China, the two are of public concern attitude is a far cry indeed!!!
4.2
the many diverse player base, supported by large-scale e-Sports event, China E-sports industry, the industry is likely to more opportunities for the birth. In addition to events outside E-sport professional media the most promising rising across the country this year. This part will cover television, magazines, newspapers, radio stations, websites, and many other content and functionality. In addition to the TV program had been suspended for the past (CCTV-5 Electronic Sports World) , magazines (Electronic Sports World), website (ESAI, CGA, WOTOO), etc., e-newspapers and radio stations of professional sports most likely on stage. Second, the e-sports peripherals with the core of e-sports event that the integrity of bond will be more room for development. 04, ESAI launched tactical maps, RANTO introduced sections of the mouse pad, CSTOYZ launch of Q-CS dolls have won the good market to reflect and sales, which also indicates that E-sports peripheral products next year, more players will be recognized, will occupy a larger market share. The last-mentioned is the battle network platform, with the 2006 Shanghai Holdfast success and charging the mile, is bound to appear more powerful and the ability of investors to participate in competition, share the market, this online game market will be as crowded flared up, starting a what? no matter how hard the competition is the driving force to promote the development of the market, the last to benefit, or 30 million e- sports enthusiasts. After all, online games compared to the huge market, the domestic game makers, the media benefit from the regular army or the odd few.
4.3 brand
If one day the domestic e-sports market gradually plump wings , and positive guidance to effective government, more and more standardized market when branding will become a unique choice for industry participants. can be said that the development will re-brand next year by the industry participants in the industry's position and strength . Just a simple event to say, except WCG and CEG is the national domestic game competition, other events have not lasting popularity and influence, does not have the brand, these events, how the player next year to attract attention and participation of the country, how high density of events emerge? These may only be linked and brand strategy. There is no doubt that e-sports industry in the country who can stand out and establish their own brand and reputation, who will be the first to successfully
five. E-sports and the news media consistent with the object height
2005 in Singapore, WCG SunTec Convention & Exhibition Center has attracted competition from 67 countries, 700 players in 4 days in a heated competition, and ultimately the United States and South Korea team won two gold medals in the first two sub-columns, Brazil, Germany, China, Japan, won a gold medal breakdown of the 3-6 position. The object is how much communication can not be calculated. only through the official WCG HLTV game, while watching real-time online to more than 1,000 people in the first few days.
In China, this project will occupy the object of the eye is not the main target of news media is it? following a simple The data can be the most direct description:
According to statistics, since July 28, 2002 launch, the Fixed the user to watch the show 400 million. In the This program brought to power, it also brings the resistance. > 5.1 the number of gamers:
CEG nearly 300 league games each year's competition, there will be 5 million people throughout the year strong penetration into the value chain of the telecommunications industry, IT industry, Internet cafes, finance, sports, media, and everyone involved in the general E-sports family.
If we calculate all the games on the Chinese people, we can of 62 products for tariff survey point can be calculated online games in mainland China, the average cost of 0.4 yuan / hour. According to the 2003 hours or more players of the total number of 12.84%; and retail channels under the sample survey, the current month while sales of cards and card games, cards, monthly card spending ratio is about 5:3. If a user purchases on cards , then the average daily on his game for more than 3 hours. based on points, the proportion of current sales on cards can be seen, there are currently more than 60% of online game players online every day no more than 3 hours, so they are the point of purchase cards. So we calculate the domestic payment network of over 17 million gamers, and this game just pay the remaining 52 models have yet to charge a certain number of games players, assuming that each player playing 3 at the same time games, even a conservative estimate, until the end of 2006 in the domestic game should be 40 million users or more, annual growth rate of 37.9%
5.2 gamers ages:
in 2005, according to CNNIC 7 Internet users survey released last month we can see that Chinese Internet users tend to balance the sex ratio has been male: female = 6:4. The total number of Internet users has exceeded 100 million. In the composition of the age do not have the spending power to remove young people under 18 years of age 15.8%, from 19 to 40 years old Internet users accounted for 72.8% of total Internet users. In other words, with high spending power of the Internet users in China is 7000 million or more, while the main target of news media is what they mean about the age of 24 years the main consumer groups.
picture shows the age distribution of the domestic game players
5.2 occupational distribution of electronic sports players:
CEG, based on 2005 survey of the application form can be found: the national authorities staff members, accounting for only 0.8% of enterprises and management personnel; and professional skills, production personnel, public service, it reached 6.2%; IT, information industry workers, art / entertainment, educational / media personnel in a professional group account for the largest proportion of 24.6%; 68.4% is the rest of the students, unemployed and other.
picture shows the occupational distribution of gamers
5.3 Average monthly income:
the same survey from the relevant IRESEARCH We can also easily get the game player's income: 500 yuan (including no income) to 34.7%, and 500 to 2,000 yuan accounted for nearly half of middle-income groups 45. 4%.
Chinese netizens family income (from IRESEARCH)
5.4 education in the IRESEARCH
the same survey: high school (with) the following qualifications is 45.55% (This includes a certain amount of in-school), and has been regarded as the chair of the College day more than half of the total number of 51.6%, the rest is more than college degree.
educated than the Chinese Internet users (from IRESEARCH)
doing fieldwork at the same time of the above. The author has also carried out online random sample survey of visitors to .50 were only 5 people believe that electronic games with their own lives have no real contact. in which 4 persons over 40 years of age, a man 30 years of age; there were 37 people believe that electronic games can not have in life integral part of a deep dependence, of which 3 people aged under 18 years of age ,18-25 years old 15 years old all of the respondents believe that electronic games can not be neglected in life, and over 40 years only 3 people agree This point of view. In addition, males tend to agree that the game was significantly more than women. shows the age and gender differences in the impact of the game. And education level is more significant for the point of view. Although this survey only represents a trend in mm, but the involvement of E-sports crowd and media audience with a high degree of uniformity. because there is no doubt in the life video game playing an increasingly important role, but also shows the characteristics of a very concentrated. Even in the city, the game is essential for its , it is only some people. Of course, these people in terms of age, or education level, and are the backbone of society and the media constitute the core of the audience.
data by operators, sales channels and provide data The article information workers in Hohhot, Shenyang, Beijing, Qingdao, Wuhan and several cities in Sichuan sample survey done by the market, we made a number of more market share analysis. either from age or occupation, monthly income, education we can clearly analyze the target directly involved in e-sports e-sports players is the main goal of the news media, the two are so close to the largest consumer. and indirectly involved in the population (including the player's friends, family ) can also benefit the media object. firmly grasp it firmly in the hands of people they will be in the market. and this brings the reader market is a huge media advertising opportunities. through good advertising investment market , since both players are also among the audience will continue to expand. so :
e-sports in the world influence the rapid changes taking place in North America and South Korea developed areas such as e-sports, athletics and shooting sports real-time strategy has been developed to the professional level, on a single sports team or club sponsorship amount has been as high as hundreds of thousands of dollars; E-sports industry in Korea has not only become the country's pillar industries, and has become South Korea's national sport, tied South Korea one of the three biggest sports competition (football, chess,
digital content industry
6.2 Development of regional e-sports in the case of China:
According to the latest report shows that China's online game market in 2004 was 24.7 billion yuan. which is expected to play in China in 2009 sales revenue will reach 10.96 billion yuan .2004 to 2009 compound annual growth rate of over 30%. so we can fully see the gaming market, especially electronic games market is still in a rapid stage of development.
6.3 2003 Electronic competitive games around the value of direct-driven:
electronic games bring annual output value of the media: online game players to buy the online games and the Raiders of the professional magazines, annual sales of about 220 million yuan.
electronic games bring the annual output value of computer hardware: 2003 2000, e-sports gamers million, of which 68% of players playing online games in Internet cafes, 32% of the players play electronic games at home, according to the current computer upgrade electronic sports players updates, and calculate the electronic Sports games bring the output value of 9.1 billion in computer hardware.
promote electronic games Telecom annual production value: the actual situation, we estimate an average of every 5 players share a network cable, and electronic games throughout the year according to the national broadband users, the average rent cost of 50 yuan / month, calculate the output value of telecommunications network games bring about 5.44 billion (not included here online game operator in the telecom income).
cafes bring electronic games industry output value: At present, 120,000 legally registered Internet cafes an estimated 20-25 million internally between the total number of Internet cafes. According to conservative estimates, if the average 20 each has a computer, each computer income 1 per hour, each Internet cafe is open daily average of 12 hours of computing, electronic Sports games bring annual output value of Internet cafes: 17.5 billion.
electronic games bring annual output value of catering services: According to Internet cafes around the sample survey of food service industry, according to the most conservative estimates, if the daily average of 5 times each bar due to the network games and spend lunch (or dinner fees) 5 yuan, then the online games drive the output value of 1.83 billion yuan on food and beverage service. In the integrated growth rate of 48.1%; By 2009, global E game output value reached 200 billion dollars. is the overall within the game industry's most rapid growth of the industry.
picture shows the value of digital content 2001-2005
6.4 Faced with such huge income opportunity for the media:
but the market waits for no man. watch the neighbors and even Europe and America South Korea has realized the importance of the game this smokeless industry, the President is in command of the Chinese mind it not moving? glory for the country may be a cover, which is really interest.
profit model of e-sports has been gradually clear. condensate industrial scale as the sea ice, sparkling waves and the rapid rise of the sea will be a huge iceberg it? telecommunications, entertainment, sports, electronics and other industries slightest too much. technology in addition to improving efficiency, was originally used to make fun way. A growing number of media began to see e-sports and football to as many people as you can to pleasure.
according to our calculations, in 2004 people around the electronic games industry output Total: 34.09 billion, about electronic games total market size of 9.8 times. So in theory the most direct participants as the media in their news value at the same time create a huge natural also be a huge commercial return mm in the most obvious of these advertising revenues can be seen in the . fees online games combined annual average of 177 million. and these are also obtained by the media in advertising, and more is the business object that will be ready to publicize.
seven, the media is how to participate in e-sports operations to go?
6.1 electronic news media to do a real full participation in sports:
recent years, there are numerous emerging Cyber Games, relevant departments are also being created conforms to China's national conditions, but also with the international convergence Cyber Games rules, regulations and scoring methods to unify and standardize the Chinese E-sports. already shipped to the national the model of sports competition, the current preliminary competition will be divided to be selected national standard class, casual, arcade three categories. For Management also plans to develop and establish a comprehensive, just and authoritative official player ranking system for electronic games, to the electronic effective management of competitive athletes to improve the level of professional sports electronic games. both in the planning process electronic games, or race, even after the end of the game the feedback (from the comments to the proposal) in the news media on the one hand the role of a bridge, on the other hand several times its geometric magnification with.
7.2 media integration of resources for e-sports:
the development of China E-sports as constant for months, such as the date up. Under the promotion in the media and society in many aspects of management have to develop the sports market, the telecom operators, professional websites, portals, vendors and agents, distributors, television media, print media and other related industrial units to more exchanges and cooperation in market development, promotion, event sponsorship, stadium operations, competition venues (online / offline) and other areas to work together, one after another and continue to create the news media to provide readers with consumer electronics guide:
every month a large number of electronic games market, decided to spend hard-earned hard-earned money which is indeed a Jiaoren headache. Even if you look over the Game description of all articles of the game in a long list of contrast up and down, or time consuming. So the media unit of time can make some comparison of the new game. illustrations, clear, professional articles to help the reader understand what the game is different. the media to the time period for each unit of the best games to do a brief introduction. and tell them the reasons for the audience commented. Also, each editor can also be made out of personal preference based on its external criticism. finish up after , gather together, to truly work the best titles labeled. In this way, the media would be most directly involved in the commercial operation of electronic entertainment to go. Natural beneficiaries always also the audience. The. So how about e-sports can bring in advertising revenue it?
8.1 E-sports industry, the high levels of advertising opportunities:
human nature is the pursuit of happiness, and entertainment, that is, the industry can make you happy. online games, or games, is a fusion of a variety of artistic means of entertainment, the entertainment value is beyond doubt. This is the current rapid development in the global game industry, even beyond some of the traditional entertainment industry (such as the film industry, etc. ) one of the reasons.
now entertainment and advertising industry has been closely linked with, the more entertainment value, the thriving industry, there will be more and more advertising and a variety of added value (for example, ; the Olympic Games game, because a high degree of interactivity, entertainment and social nature, carried out in the advertising business that has unlimited potential.
8.2 various types of media advertising for the e-sports should pay attention to the question:
First, the current online advertising have not formed a mature business model. like Sina, Sohu, Netease, more successful advertising portal, it is only a limited part of the advertising potential selling price, other locations do not have the advantage of advertising, out almost all gifts. More importantly, the total number of Internet users in China, only the entire population of 1 / 20 of the premise, electronic games and print advertising can not, and television advertising competition. the market is too small, far less than the network big profits selling point card game.
Second, online advertising is not simply caused by customer interest, after all, the pursuit of advertising customers how much they can give practical results, rather than simply the number of visits, page views data . the traditional print media and television advertising to get customer acceptance because of its wide coverage for specific consumer groups, can bring real profits. but online advertising is only the views of Health moved the concept, not for the consumer groups clear, not taking into account the real needs of customers. text links, images, Flash animation and other forms of advertising does not give full play to the advantages of the Internet.
again, insert the ads in the game interface, which mimic the traditional forms of online advertising, there does not apply to electronic games. electronic games is not the media, no one will see in the entertainment and gaming division of the heart ...
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