Home General Various News China e-sports industry entering golden age, says IDC

China e-sports industry entering golden age, says IDC

208

  • Register
Taipei, Friday, December 16, 2016 01:09 (GMT+8)
cloudy
Taipei
16°C

  • Article
  • . (0)
Print Email

China e-sports industry entering golden age, says IDC
Press release, December 15; Joseph Tsai, DIGITIMES [Thursday 15 December 2016]

China’s e-sports games revenues are expected to exceed CNY50 billion (US$7.3 billion) for 2016, up more than 50% from 2015 thanks to the increasing popularity of tournaments as more organizers and players jump on the bandwagon, according to IDC 2016 China E-sports Industry Review and Outlook.

China’s e-sports industry became much more professional in 2016 and its deeper integration with the film and other entertainment industries accelerated as fast-growing e-sports in the country embraced the concept of pan entertainment.

"In 2016, e-sports in China matured and diversified," said Johnny Zhou, an analyst with IDC China. "In 2017, China’s e-sports industry is expected to usher in an era of glory. However, competition is also set to intensify."

IDC 2016 China E-sports Industry Review and Outlook expects total prize bonus offered in global e-sports tournaments to reach CNY560 million (US$81.3 million) in 2016, with CNY250 million (US$36.3 million) coming from open competitions held in China, making China one of the world’s top organizers of e-sports tournaments. The report also shows that China currently has more than 500 professional e-sports teams in competing in tournaments, with well over 10,000 amateur teams registering for online tournaments.

In 2016, e-sports tournaments become more professional. There are now nearly 2,000 professional e-sports tournament planning and organizing institutions in China, including government agencies such as the Information Center of the General Administration of Sport, the local government of Yinchuan in northwest China’s Ningxia, and Yiwu in eastern China’s Zhejiang Province.

Meanwhile, e-sports clubs have also become more professional and standardized in their operations and player management. In 2016, professional Chinese e-sports clubs continued to learn from their South Korean peers by drawing upon the traditional sports club model to develop operational models that better suit the e-sports industry environment in China. Nine clubs formed the China CS:GO Alliance in 2016, thus laid a solid foundation for the future development of e-sports games in China.

At the 2016 season of the China DOTA2 Professional League held in May, a player registration system was introduced for the first time. The establishment of a registration management system along with a system to track tournament points has further standardized and guided the development of e-sports tournaments in China, preventing excessive commercialization of e-sports games while protecting e-sports fan’s right to participation.

In a bid to train more professionals for the emerging e-sports industry, China’s Ministry of Education announced that it would add 13 new college curriculums such as e-sports games and management in 2017.

2016 has been billed as the year mobile e-sports gained traction in China. Mobile e-sports revenues are expected to hit CNY17.6 billion (US$2.6 billion) in 2016, almost tripling from last year’s CNY6 billion (US$870 million) in 2015. Enthusiastically promoted by game vendors including Tencent and Hero Entertainment, as well as mobile phone makers such as Huawei, mobile e-sports games can now be found in all leading e-sports tournaments in China. Industry concerns about the poor operability and short lifespan of mobile e-sports games also eased over the year. All e-sports clubs have started to establish mobile e-sports teams and take part in tournaments.

Chinese companies have also stepped up their inroads in the mobile gaming industry and were on a shopping spree in 2016. Notable deals include Tencent’s acquisition of Finnish mobile game developer Supercell, the maker of the popular Clash of Clans game, and Chinese mobile ad platform Mobvista’s purchase of US-based NativeX, a startup that makes advertising for mobile games and apps. Mobile gaming revenues in China reached CNY81.9 billion (US$11.9 billion) in 2016, up from last year’s CNY51.5 billion (US$7.5 billion) and accounting for nearly half of the total gaming revenues of CNY165.6 billion (US$24 billion), according to 2016 IDC Worldwide Gaming report.

2016 saw even more entertainment celebrities entering the e-sports industry. Ties between the e-sports industry and traditional entertainment programs have also strengthened. In November, a Chinese live video streaming platform invited a number of popular Korean stars to take part in the China-South Korea Superstar Tournament. In addition to attracting an audience of 11 million, the event offered a new perspective one-sports pan entertainment. E-sports involvement in pan entertainment is expected to deepen in the foreseeable future.

China’s fast-growing live broadcasting industry is serving as a catalyst to the rising e-sports industry. However, irregularities exist in China’s live broadcasting platforms. As a result, Chinese government has tightened supervisions on live broadcasting content as part of its efforts to standardize the commercialization activities in the live broadcasting industry.

Tweet

Categories: IT + CE PC, CE Portable

Tags: China gaming IDC

Realtime news
  • StrongLED Lighting Systems expects over 20% on-year growth in 2017 revenues

    LED | 1h 56min ago

  • Digitimes Research: 112.3 million smartphones shipped in China in 3Q16

    Mobile + telecom | 1h 59min ago

  • Advantech cooperates with Socionext to offer VEGA series image encoding/decoding solutions

    Before Going to Press | 2h 13min ago

  • Sharp stop supplying LCD TV panels to Samsung beginning 2017, says paper

    Before Going to Press | 2h 15min ago

  • Taiwan NTU and NTHU achieve breakthrough in platinum metal compounds

    Before Going to Press | 2h 19min ago

  • Darfon Electronics buys back 2.04% stake

    Before Going to Press | 2h 21min ago

  • First-tier China PV makers forecast 2017 PV installation capacity at 20-30GWp

    Before Going to Press | 2h 21min ago

  • China LED packaging service providers to keep expanding capacities in 2017

    Before Going to Press | 2h 22min ago

  • New wafer carrier orders to boost Gudeng revenues and profits in 2017, says report

    Before Going to Press | 2h 23min ago

  • Digitimes Research: pureLiFi improving Li-Fi data transfer speed

    Before Going to Press | 2h 24min ago

  • Huawei Technologies expected to ship over 130 million smartphones globally in 2016

    Before Going to Press | 2h 27min ago

  • Chunghwa Telecom appoints new chairman

    Before Going to Press | 2h 29min ago

  • WiseChip Semiconductor expanding capacity by 80%

    Before Going to Press | 2h 30min ago

  • UMC to buy stake in holding company of Hejian

    Before Going to Press | 2h 37min ago

  • TWM expects proportion of 4G users to rise to 76% in 2017, says president

    Before Going to Press | 2h 39min ago

  • Faraday announces 55nm eFlash-based ASIC solution

    Before Going to Press | 3h 9min ago

Pause
 | 
View more

UMC
Intel strategies in the mobile device market

Source

LEAVE A REPLY

Please enter your comment!
Please enter your name here