This has also led to the unfamiliar game publishing business of Byte.

E-sports old gun

Frankly, Natuo does not lack experience in game development and distribution. There is even accumulation in the e-sports circle.

On March 26, 2016, Nato attended the annual UP conference of Tencent Mutual Entertainment as the assistant general manager of Tencent Interactive Entertainment Qiankun Game Product Department. The content of Nato’s speech at the time was to build a mobile e-sports ecosystem around Tencent’s mobile e-sports strategy, using TGA as the connector.

He believes that in the field of mobile e-sports, Tencent will actively explore product categories with strong user needs such as sports, racing and fighting. In the future, we will customize and self-research related mobile e-sports products and take the initiative to try.

TGA (Tencent Games Arena, referred to as TGA) was established in 2010, incubating the well-known League of Legends Professional League LPL, King Glory Professional League KPL. The outside world is called the pioneer of the e-sports industry.

In general, the development history of TGA is divided into three stages: TGA1.0-2010 is the core of mobile gaming; TGA2.0-2016 is the core of mobile gaming; TGA3.0-2019 is the Tencent gaming competition.

It is not difficult to see that Nato was the prime time to promote mobile e-sports during Tencent. We have reason to believe that Nato is the best choice for byte to force e-sports.

Given that Tencent owns the copyrights of many popular games, such as “League of Legends”, “Glory of the King” and “Peace Elite”. Bytes is facing the embarrassing status of no games to broadcast.

Because of the lack of competitive products, the Byte E-sports challenge is a cold start unprecedented. At present, Byte has launched the “Dream Cup” folk competition through the exclusive “Blood Street Basket” to test the popular competition.

Overseas markets, reached a cooperation with the North American college e-sports alliance CSL, launched the e-sports brand “TikTok Cup”. The included esports events include “Fortress Night”, “League of Legends”, “CS:GO” and Rocket League.

We believe that the byte-beating e-sports business is still in its infancy, and it is an alternative route to force overseas markets to bypass Tencent’s copyright blockade. The purpose is to reserve e-sports users, feed back its game products, and prepare for subsequent self-developed e-sports products to enter professional e-sports.

Objectively speaking, in the context of the lack of self-developed competitive products, talk about the return of bytes to the e-sports circletoo early.

Full play is full, and the byte-to-heavy game publishing business is less than 16 months old. It can only be said that it has just started. From this perspective, there is still a lot of room for improvement in elementary students’ byte beating.