NewsSource:GTCOMDate: 25 November 2019views:76
The China E-sports Industry Analysis Report, jointly produced by Shanghai XinHua Distribution Group and GTCOM, was released at the second Yangtze River Delta International Cultural Industry Expo on November 23, 2019. It's the first Chinese industry report on big data and global e-sports industry development.
▲ GTCOM and Shanghai XinHua Distribution Group jointly release China E-sports Industry Analysis Report
China E-sports Industry Analysis Report released
The ceremony for release of the report was co-hosted by Shanghai XinHua Distribution Group and GTCOM and co-organized by City Animation Corporation under the guidance of Shanghai United Media Group and the Shanghai Jing'an District People's Government. Zhang Jun, deputy head of the Jing'an District People's Government, Chen Qiwei, deputy secretary of the Party Committee and general manager of Shanghai United Media Group, gave a speech. Li Shuang, deputy secretary of the Party Committee and president of Shanghai XinHua Distribution Group, delivered opening remarks as a representative of his company.
▲ Zhang Jun, deputy head of the Jing'an District People's Government
▲ Chen Qiwei, deputy secretary of the Party Committee and general manager of Shanghai United Media Group
▲ Li Shuang, deputy secretary of the Party Committee and president of Shanghai XinHua Distribution Group
▲ The release ceremony (from left to right, Li Pengcheng, Lin Xiaojue, Eric Yu, Huang Song, Chen Qiwei, Zhang Jun, Li Shuang and Jiang Wei)
In the presence of leaders and e-sports professionals, Chen Qiwei, deputy secretary of the Party Committee and general manager of Shanghai United Media Group; Huang Song, general manager of China Translation Corporation and chairman of GTCOM; Zhang Jun, deputy head of the Jingan District People's Government; Li Shuang, deputy secretary of the Party Committee and president of the Shanghai XinHua Distribution Group; GTCOM CEO Eric Yu; Lin Xiaojue, CPC secretary and director of the Shanghai Jingan District Business Committee, and director of the Shanghai Jingan District Economic Committee; Li Pengcheng, assistant president of Shanghai XinHua Distribution Group; and Jiang Wei, general manager of GTCOM Shanghai, stood on the stage center and jointly launched the release ceremony in celebration of the report.
An interpretation of new development trends of the e-sports industry
The China E-sports Industry Analysis Report is the research results of the "Research on China's E-sports Industry Development" project carried out in cooperation with GTCOM, under mutual arrangement by the Publicity Department of the Shanghai Municipal CPC Committee and Shanghai United Media Group, and with Shanghai XinHua Distribution Group as the implementing entity.
GTCOM's CEO Eric Yu, speaking at the ceremony, interpreted the contents of the report from three dimensions: the e-sports industry white paper, e-sports industry big data and e-sports public-opinion analysis.
▲GTCOM CEO Eric Yu
"Our e-sports industry report takes the white paper as one of the sections and aims to provide readers with a comprehensive interpretation of the e-sports industry with the significance of popular science," Mr. Yu said. He asserted that the only way to develop the industry fully is to let more readers know about e-sports.
Additionally, big data is another part of the e-sports industry report. Mr. Yu said that the report is intended to provide readers with a more objective and diversified analysis conclusion based on multi-dimensional big-data research. Based on GTCOM's big-data research, a massive amount of global data was mined and analyzed, and a lot of data researches were conducted, covering e-sports entire-network emotion trend, mainstream game sound volume, e-sports education entire-network emotion data, and clubs and tournaments.
According to Mr. Yu, e-sports public-opinion analysis is a unique part of the e-sports report. He said that the major of e-sports research has paid little attention to public-opinion analysis. Thus, the report covers an e-sports public-opinion analysis that allows investors to understand the emotional index of society and the media for the e-sports industry and serves as a reference for their investment decisions. At the ceremony, Mr. Yu presented the e-sports public-opinion analysis from three aspects, i.e., the e-sports industry, e-sports mainstream games, and e-sports education.
▲At the event site
In 2018, the United States, China and South Korea were the three largest e-sports markets in the world in terms of revenue. In 2018, China's e-sports revenue stood at USD164 million, accounting for 18% of the global market. The e-sports industry enjoys enormous development potentials. GTCOM will create the optimal policy environment and industrial development ecology in Shanghai, give full play to its exploration of technologies such as big data, natural-language processing and knowledge graphing, and vitalize the superior resources in the upstream and downstream sections of the e-sports industry chain so as to provide technical support and services for e-sports industry development, such as quantitative analysis, research-data analysis and language technology.