<tt id="6hsgl"><pre id="6hsgl"><pre id="6hsgl"></pre></pre></tt>
          <nav id="6hsgl"><th id="6hsgl"></th></nav>
          国产免费网站看v片元遮挡,一亚洲一区二区中文字幕,波多野结衣一区二区免费视频,天天色综网,久久综合给合久久狠狠狠,男人的天堂av一二三区,午夜福利看片在线观看,亚洲中文字幕在线无码一区二区
          US EUROPE AFRICA ASIA 中文

          Rise of the cyber athletes

          By Haky Moon ( China Daily' ) Updated: 2016-08-27 08:45:18

          Rise of the cyber athletes

          A DOTA 2 e-Sports event in Moscow, Russia on May 13. Dota 2, a team-based strategy game, generates plenty of enthusiasm among Asian gamers, especially those in Southeast Asia. [Photo provided to China Daily]

          The United States may have its National Basketball Association and National Football League but Asia has e-Sports, and these are attracting billions of dollars in investment, even though lucrative returns have yet to materialize.

          E-Sports, shorthand for electronic sports, are organized tournaments in which participants-singly or as a team-compete against each other at video games.

          The largest contests are like any other major sporting event, with spectators buying tickets to watch in person or paying to see it broadcast on television or over the internet. Both the sponsorship deals from major companies and the prize money for winners can be worth millions of US dollars.

          On Aug 11, Allied eSports, a joint venture of the largest e-Sports, sports and entertainment companies in China, announced a strategic investment partnership with Esports Arena from the US. The partnership will include investment toward new Esports Arena locations.

          This was just the latest example of a flood of investments.

          Earlier in July, Chinese outdoor advertising firm Focus Media led an $81 million venture capital round of investment in a three-month-old e-Sports startup, Sport of the Heroes.

          But while attracting investors, they are failing to generate any kind of significant return. For the time being, venture capital firms (VCs) are just looking to break even.

          "If you've even made $1 million (as a VC in e-Sports), I would say you're doing exceptionally well," says Alex Lim, secretary-general of the International e-Sports Federation (IeSF), a governing body for e-Sports founded in South Korea in 2008.

          Last year, according to a stock exchange filing, Yinchuan International Game Investment, operator of the World Cyber Arena series, one of the larger global tournaments, lost 65.4 million yuan ($10 million).

          Hero Entertainment, a competitive video game developer, lost 7.58 million yuan in the first half of this year, according to a company filing.

          "You can't expect returns right away from an early stage. You have to be patient. They are trying to establish a strong brand with strong loyalty from the e-Sports community. Only after maybe three to five years, they will start making more money," says Lim.

          The global e-Sports market generated $325 million in revenue last year and it is expected to hit $463 million this year, according to Newzoo, a market intelligence firm specializing in the digital games market.

          In 2014, VCs pumped $2.43 billion into 217 game companies. The following year, investments in 216 game companies halved to $1.02 billion.

          But it should be taken into account that some of the largest investments in 2014 were an anomaly. For example, South Korean game company CJ Games raised $500 million.

          "VCs want a large customer base, a large number of registered users, even if platforms are losing money right now," says Guan Wang, CEO of Ali Esports, which is part of Ali-Sports, a subsidiary of e-commerce giant Alibaba. He adds that platforms are now exploring a self-sufficient business model, rather than relying on outside funding.

          Despite all this money floating around, the e-Sports industry is still in its infancy. There are great expectations that it will generate more and more revenue, however.

          Brokerage firm Industrial Securities estimates that by next year, China will have an e-Sports audience of 148 million players, up from 48 million in 2015, when the whole industry was worth $4.2 billion.

          Despite the slew of initial losses, many think there is a huge opportunity for investors to make handsome returns through channels such as merchandising, advertising, events, ticket sales and even lotteries.

          Previous Page 1 2 Next Page

          Tags
          Editor's Picks
          Hot words

          Most Popular
          ...
          主站蜘蛛池模板: 国内精品国产三级国产a久久| 午夜福利在线永久视频| av一区二区人妻无码| 亚欧洲乱码视频在线专区| 国产成人AV男人的天堂| 日本久久香蕉一本一道| 久久精品国产99久久丝袜| 亚洲精品中文字幕尤物综合| 日韩中文字幕V亚洲中文字幕| 亚洲av午夜精品一区二区三区| 成人看的污污超级黄网站免费| 亚洲性啪啪无码AV天堂| 久热这里只国产精品视频| 亚洲国产成人无码av在线影院| 久久婷婷国产精品香蕉| 亚洲国产成人久久精品软件| 老司机精品一区在线视频| h无码精品3d动漫在线观看| 欧美人妻aⅴ中文字幕| 蜜桃视频一区二区三区四| 国产人妻熟女呻吟在线观看| 伊人无码精品久久一区二区| 久久国产免费观看精品3| 亚洲国产成人久久精品APP| 51福利国产在线观看午夜天堂| 怡红院一区二区三区在线| 国产乱码精品一区二区三区中文| 亚洲熟妇精品一区二区| 蜜臀aⅴ国产精品久久久国产老师 日韩一区在线中文字幕 | 国产小嫩模无套中出视频| 伊大人香蕉久久网欧美| 乱人伦无码中文视频在线| 少妇高潮太爽了在线观看| 无码专区 人妻系列 在线| 成人精品一区二区三区不卡免费看 | 18av千部影片| 亚洲国产精品18久久久久久| 精品人妻一区二区三区蜜臀| 在线播放国产精品亚洲| 国产精品天堂avav在线| 欧美嫩交一区二区三区|