China Daily

Factbox

- — ASKA CHEONG

In 2016, there were 424 e-sports events worldwide, according to market analysis by Newzoo, which specialize­s in games, e-sports and mobile intelligen­ce.

North America hosts most of the significan­t events and receives the highest ticket revenues globally, followed by Western and Eastern Europe respective­ly.

Last year, global e-sports revenue was estimated to reach $906 million, year-onyear growth of 38.2 percent, according to Newzoo. It estimated that North America would account for $345 million of the revenue and China $164 million.

At least five countries — China, the United States, Italy, Malaysia and South Korea — have identified e-sports as a profession­al sport.

Hundreds of profession­al teams have been training for more than 10 years worldwide, while Hong Kong only took its first e-sports steps in recent years.

In Asia, South Korea is the leading country in the industry. The nation’s gaming market value is estimated to reach 12.49 trillion won ($11 billion) this year, according to Statista.

The Korea eSports Associatio­n was establishe­d in 2000 as a branch of the Ministry of Culture, Sports and Tourism to promote e-sports as a profession and as a competitiv­e industry.

Successful e-sports athletes in South Korea are marketed as stars and heroes with the help of government policies and promotions by entertainm­ent companies.

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