Since 20 17, the scale of the overall e-sports market in China has increased significantly, among which the e-sports eco-market has the largest growth rate. The e-sports eco-market includes the fees paid by users such as tickets, surrounding areas and crowdfunding, as well as the income generated by enterprises such as sponsorship and advertising around the event. Although the epidemic in 2020 will have a certain impact on the e-sports industry, especially the offline links, thanks to the stable development of the e-sports game market and the revenue growth of the live game platform, the overall e-sports market will maintain a steady upward trend.
The 5G era has spawned e-sports industry innovation.
As the fastest growing single field derived from games, e-sports is still in a very early stage of business model development and development. The industry will grow into a huge market in the future. E-sports is not a game, but a traditional sports competition. Like football and basketball, competition is the core of e-sports.
At present, the gradual maturity and popularization of emerging technologies such as 5G will bring new development opportunities to the industry. With the combination of 5G, cloud computing and increasingly mature virtual reality technology, through wearable devices, the audience can directly participate in the competition and even immediately interact with the competition environment of the players, which will completely subvert the experience brought by traditional sports competition to the public.
On the other hand, the continuous maturity of AI technology also makes the talent training in the e-sports industry more reliable. "It is difficult to train top athletes, because it is not easy for world-class players to find sparring partners at the same level.
The advantages of AI in e-sports training are particularly obvious. Although the current AI technology is not enough to compete with the top teams in e-sports, it has already become an important training tool for top teams. Moreover, as a software, as long as the difficulty is reduced, both ordinary players and novices can enter the robot opponent of "fool level", thus becoming an important entrance to attract more new players.
-For more data sources and analysis, please refer to Foresight Industry Research Institute's Market Prospect Forecast and Investment Strategic Planning Analysis Report of China E-sports Industry.