A comprehensive overview of esports knowledge, giving you a full understanding

By: DaDa
Today DaDa will chat with you about esports.
For friends who don't understand esports, so-called esports is, plainly put, online gaming, and it usually comes with the remark, "Playing this, there's no future in it!" But for almost everyone who loves gaming, esports, or online gaming, is the memory of their entire youth. For example, the widely known League of Legends.
With the development of the internet, esports has grown from the initial "it's just a game" to an industry-level phenomenon today. In most countries, esports has long been listed as a sports competition event. In China, in 2003, the General Administration of Sport of China officially approved esports as the 99th sports competition event. Recently, the most sensational thing in the esports world was that in the 2018 League of Legends Mid-Season Invitational, the Chinese team representative RNG won the final world championship. DaDa says that at the time, all the friends around were boiling over, some cheering and jumping for joy, some raising glasses in celebration, and one could truly feel everyone's love for esports and love for the motherland.
China's esports industry started late, but developed rapidly. By now the number of esports fans has grown by a large margin, and the domestic esports market size and market penetration rate are also constantly rising. The domestic esports market size mainly includes esports game revenue, esports derivative revenue, esports event revenue, and so on. The domestic esports game categories are also quite rich, including MOBA, FPS, RTS, TCG, board and card, fighting, music and dance, racing, and so on; among them, the representatives of MOBA are League of Legends and Honor of Kings, the representatives of FPS are CrossFire and Assault Fire, the main representative of RTS is Warcraft, the representative of TCG is Hearthstone, and so on, all of which are games everyone knows well. Tencent and NetEase, the two gaming platforms, have almost become the two giants of the esports gaming industry, leading the research and development and agency fields of PC games and mobile games, continuously supplying high-quality esports games, and it can be said that they have played a pivotal role in the development of the domestic esports industry.
May 20, an ordinary yet extraordinary day, was flooded with news of RNG's victory across social media. Some say that when RNG flooded the internet and shook campuses, admit it, the golden age of Chinese esports has arrived. When veterans of the RNG team were interviewed, they said, "Really, this has been my biggest dream for 6 years, and I feel that today it has come true, we really are the champions." Equally excited were countless Chinese universities, with student dormitory buildings filled with cheers across campuses. Look, the era belonging to the esports industry really has arrived. The esports user group covers the second- and third-tier city groups in today's China with the strongest spending power, and covers young people across the entire age range. With the traffic flooding screens, plus young people with unlimited futures, in this era where no one rises early unless there is profit, esports is gradually becoming a major traffic entry point, and its potential commercial value is constantly being unearthed by people.
The commercial value of esports is no longer limited to esports itself, but is constantly extending offline, and the most notable is the brand effect. Take the HP gaming laptops endorsed by the RNG team, as well as the HP promotion on their team uniforms, both of which can bring HP incalculable value. Among esports derivatives, game live-streaming platforms are the fastest-growing and most popular industry. At 9:30 a.m. local time in the United States on May 11, 2018, Huya successfully listed on the New York Stock Exchange in the United States, becoming China's first listed game live-streaming platform. Of course, as such a pioneer, Huya faces no small difficulties and pressure, with both competition among peers and external obstacles to development.
The same is true of the esports industry. Although the times are developing and humanity is progressing, there are still some people who hold doubts about esports. But judging from the current state of development, the esports industry still has a great deal of profit space and commercial value waiting to be developed by people. Let's all wait and see!