Breaking the circle is easy and professional, showing the e-sports style still needs the “master” strategy

Editor’s note: This article is from WeChat public number “Entertainment and enjoyment” (ID: IPlabs), author Liu Qing, editor Amber.

In recent years, China’s e-sports industry is experiencing rapid development. According to the “2019 China E-sports Industry Research Report”, the overall e-sports industry in China is 94.05 billion in 2018. It is estimated that it will exceed 135 billion yuan in 2020 and the number of users will reach 430 million. According to the “2019 Global E-sports Industry and User Development Report” published by Penguin Think Tank, in 2019, China’s e-sports users are expected to exceed 350 million, and the industrial ecological scale will reach 13.8 billion yuan. These data show that with the rapid development of the e-sports industry, its market size and value are gradually being explored, and the prospects are bright.

E-sports is a big market for pan-entertainment. The e-sports industry heat index has been compared to the traditional entertainment industry in the cultural and entertainment category. In July 2019, the e-sports ranked fourth in the 96.97 heat index and had a small difference from the top three heat index.

E-sports film and television, how to be the elders of e-sports youth?

(Source: 瀚叶数据)

On the other hand, China’s well-known e-sports club IG has won many achievements in world competition since its establishment in 2011, and is known as “the world’s first to win the DOTA2 and LOL world-class championship champion club”, “e-sports” This term is also gradually disenchanted. According to incomplete statistics, since the first half of 2019, there have been 13 hot searches of microblogs with the term “IG”, and the microblogging super-talk related to “IG” has attracted hundreds of millions of people.

E-sports film and television, how to be the elders of the e-sports youth?

(Source: 瀚叶数据)

With