China Daily

E-sports logs major wins

Hundreds of millions of Chinese embracing new era of e-sports, as Shi Futian reports.

- Contact the writer at shifutian@chinadaily.com.cn

China’s thriving e-sports industry achieved several milestones in 2017, as the competitiv­e gaming sector continued to take the nation by storm.

The 11,000 boisterous fans who showed up for the Dec 24 fall season final of the King Pro League (KPL) competitio­n, based on Tencent’s homegrown hit King of Glory, provided a perfect snapshot of how and why e-sports is sweeping the country.

In addition to the live crowd, hundreds of millions of other gaming enthusiast­s watched online as the QGhappy team completed a clean sweep of 2017’s titles by beating team XQ to win 1.2 million yuan (around $182,000) in Shenzhen, Guangdong province.

King of Glory has amassed 200 million registered users since its launch in 2015, and the KPL’s live broadcast, video and other media content notched a staggering 10.3 billion views last year.

While the KPL’s spring season live broadcasts were viewed 2.68 billion times, the live broadcasts of the fall season were viewed 3.6 billion times — a 33 percent increase within six months.

But that’s just the tip of the e-sports iceberg.

According to the 2017 China Game Industry Report released by Penguin Intelligen­ce in June, the market value of China’s e-sports sector reached 20 billion yuan (about $3 billion) generated by gamers’ spending, copyright distributi­on, merchandiz­ing and ecommerce. And the number of registered online gamers jumped to 220 million in 2017 from 170 million in 2016.

Another report, from market researcher Niko Partner, showed China’s e-sports market topped $1.26 billion in 2017, while the total purse payouts at Chinese tournament­s was $64 million — up from $51 million the previous year.

“Certainly, the developmen­t of e-sports will go beyond a lot of people’s imaginatio­n,” said China’s four-time Olympic speed-skating champion Wang Meng, a hardcore e-sports fan. “No other sporting activity triggers the same chemistry. The future is bright for e-sports.”

November’s final of the League of Legends World Championsh­ip at Bird’s Nest stadium in Beijing was one of the best indicators of the rise of e-sports. It marked the first time China has hosted the premier gaming tournament, and despite the nation not being represente­d in the grand final, 40,000 tickets — costing up to 1,280 yuan ($190) — sold out in minutes. Scalpers reportedly were reselling them for up to 13,000 yuan ($1,960).

“As the world’s largest e-sports project, League of Legends, from its birth, has been promoting the developmen­t of global e-sports and has achieved very good results in recent years,” said Sage Huang, general manager of the League of Legends product department.

Meanwhile, KPL has provided the blueprint for the success of domestic leagues. Based on King of Glory, which was developed here and features characters from Chinese history, the league is aiming to become the NBA of e-sports.

“In 2016, nobody knew if the KPL could go this far,” said Zhang Yijia, KPL president and general manager of Tencent’s mobile e-sports department. “But a year later, we have witnessed the growth of the KPL from zero.

“We’ve been studying the business models of traditiona­l sports leagues and other internet companies. From the very beginning we have been aiming to build a profession­al league, and we have analyzed the operation model of the NBA and the English Premier League.”

The KPL aims to become a completely profession­al operation and govern clubs with strict new rules and regulation­s, including player transfers and a salary gap.

Alisports, the sports arm of e-commerce behemoth Alibaba, has also jumped on the bandwagon after launching the Alisports World Electronic Sports Games in March 2016 — touted as the world’s highest paying e-sports series with 1,200 events planned across 15 Chinese cities and offering a total prize purse of $5.5 million.

In April 2017, Alisports announced a strategic partnershi­p with the Olympic Council of Asia to jointly add e-sports as an official medal event to the 2022 Asian Games in Hangzhou, where Alibaba has its headquarte­rs.

Mobile era

On the technical side, e-sports’ decades-long dependency on personal computers is changing as battlegrou­nds shift from PCs to mobile devices. Several multiplaye­r online battle arena (MOBA) games and first-person shooters (FPS) are already flourishin­g on mobile platforms.

Trendy FPS CrossFire is the latest major title to follow this pattern, with mobile platforms offering a new game mode called “multiplaye­r tactics combat”.

Tencent is hoping CrossFire’s latest incarnatio­n will kickstart an exciting new mobile era of e-sports. So far the game has attracted 200 million registered users and 21 million daily active users.

“CrossFire will take further steps to create an internatio­nal e-sports ecosystem for multiplaye­r tactics combat games,” said Joses Zhu, general manager of the Cooperativ­e Group’s marketing department within Tencent IEG.

The MOBA market has witnessed the same changes. While League of Legends still dominates the format for personal computers, King of Glory is blazing a trail on mobile platforms as Chinese developers position themselves at the forefront of gaming’s mobile revolution.

“In the era of PC games, countries like South Korea and the United States were taking the lead and China was merely a follower,” said KPL president Zhang. “For mobile e-sports, however, we are so proud that China is at the vanguard. E-sports clubs also have much to gain from China’s mobile boom.

“We are entering a golden era of e-sports in China, and mobile e-sports is a very promising new branch of the business,” said Zhu Bo, founder of the QGhappy club.

As well as the obvious portabilit­y advantage, the simpler logic of games on mobile platforms means they can attract larger user numbers than PC versions.

“According to our data for China’s e-sports market in 2017, the market scale of mobile e-sports accounts for 53.74 percent, surpassing the PC end,” said Zhu.

Nurturing talent

With no shortage of gamers, China’s e-sports industry desperatel­y needs to fill positions in roles such as management, coaching and broadcasti­ng. According to the E-sports Industry Talent Supply and Demand Survey released by Tencent, only 15 percent of positions within the industry have sufficient human resources.

The survey also indicated the industry will need to fill 570,000 positions in league management, media production, data mining, commentati­ng and training.

In September 2016, the Ministry of Education listed “E-sports and Management” as a major for colleges, paving the way for higher-education institutes to offer e-sports-related courses and official diplomas.

In 2017, the Communicat­ion University of China added an e-sports-dedicated subject entitled “digital media art”, aimed at developing gaming management and design talent. In 2004, the school became one of the first in the country to offer degrees in game design.

In the first few years, cultivatin­g graphic designers and game programmer­s were the major goals, said Chen Jingwei, head of the school’s game design department. The course launched last year is aimed at cultivatin­g talent in designing game narrative, which Chen describes as “the soul of a game and requires a blend of skills in both creativity and technology”.

The renowned Shanghai Theater Academy, meanwhile, is offering an e-sports commentati­ng course. Forty students signed up for its launch last fall.

E-sports leagues and clubs are also trying to cultivate talent. The KPL has been working with its clubs to get players assigned to profession­al training sessions, coaches and data analysts, while the QGhappy provides players with physicians and psychologi­sts.

Lucrative market

China’s fast-growing e-sports market has become lucrative enough that many unexpected companies from a wide variety of industries are trying to get a piece of pie.

One example is Chinese logistics service giant SF Express’ cooperatio­n with Tencent’s multiplaye­r tactics combat game CrossFire. Based on the partnershi­p, air-drop supply crates and care packages bearing the SF Express logo have been added into the game.

CrossFire is exploring similar deals with a diverse range of companies, including Chinese bike sharing giant Mobike, fast food retailer KFC and luxury car brand Buick.

“CrossFire crosses everything, and we are veterans of crossover business cooperatio­n,” said Jose Zhu, general manager of the Cooperativ­e Group’s marketing department within Tencent IEG.

“In the future, we will have crossover cooperatio­n with other brands to build a crossover e-sports ecosystem that delivers more surprising experience­s for users.”

Meanwhile, variety shows and reality shows are also eyeing the e-sports explosion. Featuring Chinese celebritie­s like actress Angelababy, comedian Sha Yi and legendary table tennis player Zhang Jike, a reality show called King Strike, based on hit game King of Glory, has attracted millions of viewers.

Dressed up as the characters of King of Glory, the celebritie­s have to finish missions in compounds decorated as the battle arena of the game.

The first episode of the show was viewed 96.93 million times online.

 ?? PROVIDED TO CHINA DAILY ?? E-sports competitio­ns, boasting sleek production values, have been drawing tens of thousands of spectators to venues around the country, not to mention generating billions of views online, as the industry goes from strength to strength.
PROVIDED TO CHINA DAILY E-sports competitio­ns, boasting sleek production values, have been drawing tens of thousands of spectators to venues around the country, not to mention generating billions of views online, as the industry goes from strength to strength.
 ?? PROVIDED TO CHINA DAILY ?? Investing in players and their welfare is now an increasing priority for leagues and clubs as e-sports becomes more and more profession­al.
PROVIDED TO CHINA DAILY Investing in players and their welfare is now an increasing priority for leagues and clubs as e-sports becomes more and more profession­al.

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