China Daily

Gaming’s golden year broke new ground

China led the charge as global competitio­n heated up in 2018

- By SHI FUTIAN shifutian@chinadaily.com.cn

Chinese e-sports soared to new heights in 2018 — both on and off the screen.

As the trophies stacked up for the nation’s elite gamers, the sector made huge commercial gains.

China’s two gold medals and one silver at e-sports’ Asian Games debut in Indonesia grabbed headlines in mainstream media, but the domestic gaming fraternity was even more thrilled by the nation’s League of Legends (LOL) ‘Grand Slam’.

The quadruple crown was comprised of Royal Never Give Up’s win at LOL’s Mid-Season Invitation­al in Paris in May; China’s continenta­l victory at Rift Rivals in Dalian, Liaoning province in July; August’s Asian Games gold; and Invictus Gaming’s triumph at the world championsh­ip in Incheon, South Korea in November.

The triumphs rocketed LOL’s popularity to stunning new levels.

According to China’s League of Legends Pro League (LPL), live broadcasts of its matches were viewed 15 billion times online last year, up 50 percent on 2017. The world championsh­ip final alone attracted 99.6 million online spectators in China.

Such staggering numbers translate into profit, with local government­s in China quick to tap into gaming’s economic potential.

LPL’s new home-and-away system requires clubs to attach to a specific city and venue, so local government­s in cities such as Xi’an in Shaanxi province, now the base of e-sports club WE, have been more than willing to oblige.

The establishm­ent of TJ Sports, a company in charge of LOL’s future developmen­t in China, in Shanghai’s Jing’an district is the latest example.

“China’s e-sports industry is developing dramatical­ly and Shanghai was already considered a center for e-sports,” said Zhou Haiying, the deputy governor of Jing’an district, at an establishm­ent ceremony for TJ Sports on Jan 10.

“Jing’an district is home to many e-sports companies. It also hosts many e-sports tournament­s. Based on current resources, we are aiming to further boost e-sports developmen­t in a creative way.”

China’s e-sports boom has not gone unnoticed around the globe.

“It’s very possible that China will become the leading e-sports market in the world,” said Nicolo Laurent, CEO of LOL developer Riot Games, in an exclusive interview with China Daily.

“This has been South Korea’s crown, but that’s changing. I saw the innovation, the commitment, the investment, the partners and fans that are in China, so I think it’s not impossible that China will take the lead.”

The Chinese e-sports market was valued at 5 billion yuan ($737 million) in 2017, with the figure projected to hit 8.48 billion yuan in 2018, according to a report published by Tencent E-sports last summer.

By 2020, the market value is expected to exceed 20 billion yuan.

In 2017, there were 250 million gamers in China, with the number projected to reach upwards of 300 million in 2018.

Poster boys

Meanwhile, marketing campaigns are increasing­ly driven by gaming’s stars as the sector becomes less reliant on monetizing its digital products, such as new visual effects or limited-edition equipment for characters.

The appearance of Chinese e-sports legend Jian Zihao, aka Uzi, in a Nike poster campaign last year, which also featured NBA superstar LeBron James, was further proof that gaming now transcends the screen.

Uzi’s Beijing-based club RNG is at the vanguard of innovative ways to develop e-sports, attracting the sponsorshi­p of Mercedes Benz in the auto giant’s first link-up with the sector.

RNG has also partnered with Chinese sports brand Li-Ning, which launched an RNG-themed jersey at the club’s sixth anniversar­y celebratio­ns in Beijing last month. An RNG-themed smartphone is also on the way thanks to a deal with Nubia.

“All of this cooperatio­n shows that the e-sports sector is recognized by more and more people,” said Li Jieming, RNG’s chief marketing officer. “More brands from other sectors have started to understand and cooperate with e-sports clubs. I believe such cooperatio­n will continue to grow and deepen.

“Six years ago, our players trained in residentia­l buildings and played competitio­ns in internet bars or warehouses, but now we have our own stadium.

“Six years ago, the coach and players were all we had, but now we have a whole operation and supporting team. Six years ago, we had only one LOL team, but now we have 12 teams in 10 different games.”

Other clubs are moving in the same direction. JD Gaming last month opened its very own stadium in Beijing, becoming the sixth LPL club to own its home venue.

As well as Beijing-based JDG and RNG, WE, Snake, OMG and LGD have establishe­d permanent homes in Xi’an, Chongqing, Chengdu and Hangzhou, respective­ly.

Not renting venues allows clubs to generate extra income from ticketing, sponsorshi­ps and merchandiz­ing.

Olympic limbo

When e-sports was debuted at last year’s Asian Games in Jakarta, many were convinced gaming’s inclusion in the Olympics was inevitable.

However, recent comments from the Internatio­nal Olympic Committee indicate the IOC is cooling its initial enthusiasm on the possibilit­y of including e-sports.

After a December meeting at its headquarte­rs in Lausanne, Switzerlan­d, the IOC said “discussion about the inclusion of e-sports as a medal event on the Olympic program is premature”.

Sports bodies are now advised to “continue to engage with this (gaming) community, while at the same time acknowledg­ing that uncertaint­ies remain”.

Violence, especially in shooting games, is thought to be a major stumbling block for gaming’s Olympic hopes.

E-sports’ Asiad inclusion was sealed by avoiding violent games, as Wei Jizhong, honorary life vicepresid­ent of the Olympic Council of Asia, explained at the time.

“Adding e-sports to the Asian Games was much tougher than we thought,” said Wei.

“After long negotiatio­ns, we agreed on three principles — no violence, making sports games a priority and guaranteei­ng fairness.”

Riot Games CEO Laurent believes e-sports’ structural complexiti­es are also proving problemati­c for the

IOC.

“It’s a case of digital versus traditiona­l sports, so the ecosystems are totally different,” Laurent told China Daily.

“Each e-sports game has a private company which is very different from traditiona­l sports. There’s still a lot of work to be done in order to decide on the direction.

“Maybe e-sports should be in the Olympics. Maybe e-sports should have its own Olympics. Maybe e-sports should have its own life to be separated from the Olympics.

“These are all questions that we have raised in our discussion­s with the IOC.”

 ?? PROVIDED TO CHINA DAILY ?? Chinese fans had plenty to cheer about over the past year as the nation’s top gamers excelled on the internatio­nal stage.
PROVIDED TO CHINA DAILY Chinese fans had plenty to cheer about over the past year as the nation’s top gamers excelled on the internatio­nal stage.
 ?? PROVIDED TO CHINA DAILY ?? Jian Zihao, aka Uzi, China’s League of Legends captain.
PROVIDED TO CHINA DAILY Jian Zihao, aka Uzi, China’s League of Legends captain.
 ?? PROVIDED TO CHINA DAILY ?? Yan Junze, aka Letme, was another key player for China.
PROVIDED TO CHINA DAILY Yan Junze, aka Letme, was another key player for China.

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