Which is the best environment in China s e sports circle at the moment?

Updated on Game 2024-05-01
29 answers
  1. Anonymous users2024-02-08

    The e-sports circle does not have a good environment in China. It is even said that there is no good environment in the world for sports. Where there is competition, there is victory and defeat, where there is victory and defeat, there is desire, and where there is desire, there is injustice.

    This is a common problem for most humans. We may now say what I would be if I were who I am, but it's very likely that when you really become someone, you're worse than him.

  2. Anonymous users2024-02-07

    In the past, interstellar was good, but now there are too many cloud players.

  3. Anonymous users2024-02-06

    I don't know that the glory of the king was very messy before, and then I started to mix LPL, and I found that it was all a small fight before.

  4. Anonymous users2024-02-05

    Projects that don't have champions are the ones with the best environments. Champion fans are the root of all evil.

  5. Anonymous users2024-02-04

    Recently, when I read the news, I always saw Wang Sicong's e-sports.

  6. Anonymous users2024-02-03

    d5?Except for a certain team, some fans are quite harmonious.

  7. Anonymous users2024-02-02

    Hearthstone is the best. The anchors are all harmonious.

  8. Anonymous users2024-02-01

    It's better not to know, but the worst LPL shouldn't have run, and Dota isn't much stronger if it's a little stronger.

  9. Anonymous users2024-01-31

    It should be riding and chopping, although there are not many players, but the quality is high, diligent in studying, and old players can basically be familiar with each other.

  10. Anonymous users2024-01-30

    The King of Fighters 97, if you don't accept the competition in China, you can't accept it.

  11. Anonymous users2024-01-29

    It's best to leave it alone, the worst is definitely LPL

  12. Anonymous users2024-01-28

    I think the Hearthstone environment is good, the anchors basically know each other, and the relationship is also very good, and they do activities with water friends offline or something.

  13. Anonymous users2024-01-27

    dota, no one sprays the game if you lose or win. The main thing is that the Chinese team doesn't need to prove anything with the championship in this event. It doesn't matter if you win more.

  14. Anonymous users2024-01-26

    I knew the worst was the LPL

  15. Anonymous users2024-01-25

    If the fan environment is good, it should be interstellar, but if the e-sports environment is good, it is still lol, after all, there are many people who play and the professional system is perfect, and the newcomers are thick.

  16. Anonymous users2024-01-24

    It's best not to know, the worst should be the LPL environment, such as LGD's Kanti,

  17. Anonymous users2024-01-23

    At the moment, from what I know and know, Interstellar 2 should be the best environment.

  18. Anonymous users2024-01-22

    Interstellar interstellar, must interstellar. If you can't win, it's your own food, who can blame it.

  19. Anonymous users2024-01-21

    Hearthstone, the streamers have a good relationship and often play auto-chess together.

  20. Anonymous users2024-01-20

    I have to say that Interstellar 1 has changed my life, and my current job is that my friends from Interstellar 1 brought me into the industry. Although now that Starship 1 is in decline, thank you.

  21. Anonymous users2024-01-19

    I think both Interstellar and Dota are pretty good.

  22. Anonymous users2024-01-18

    Chinese e-sports is relatively backward, with limited development, little attention, lack of support, etc.! It cannot be supported by the enthusiasm of young people alone, but needs the support of the whole society.

  23. Anonymous users2024-01-17

    The e-sports circle is generally divided into, professional players, retired players, coaches, club staff and management, and some so-called host mascots, professional players, the salary can exceed 10,000 is very few, and because of the clear judgment and because of the very young to come out to play professional, there is no concept of financial management, moonlight is a common thing.

    Retired players are sparring at the base every day, starting live broadcasts, and some even have to go out to work to make a living. Most of the coaches are retired professional players who have made achievements, or they are well-known coaches in the circle. The staff and management are also very hard, and it is difficult to change jobs in the future in this industry.

    Esports circles. Just looking at e-sports itself, we all know that this industry, like other sports industries, has no actual output value, all the money is invested by some bosses, that is, it is traffic and advertising money, relying on the high popularity of e-sports, advertising their products, compared to finding other big-name stars to endorse, e-sports is often a better choice, because they are more accurate.

    Esports. In recent years, e-sports has gradually become formalized, to say that in the past, it can be said that a group of Internet addicted teenagers were playing at home, and now, countries around the world have gradually begun to recognize the official status of e-sports, but it is still difficult for ordinary people to accept that Internet addicted teenagers and basketball stars are linked together.

    In fact, in essence, the two are similar, basketball is good for health, it is good to be cautious, as a profession, which is not a broken hand and foot and a sickness, and the same is true for e-sports. As a former insider, it's not that e-sports is bad, but I just want to tell you that if you really like e-sports and like this industry, then it's best to be prepared to generate electricity with love.

    Esports. Although the momentum of the e-sports industry is getting better and better year by year, no one can guarantee which year it will suddenly be cool, there is nothing wrong with liking this industry, just watch the game, play games, and people in the current e-sports circle, you go and ask them about their plans for the future, most of them are live broadcasts, or go home and open a store, or shirk the prevarication. Few people can really think about the future, and most of them take one step at a time.

    After all, it is said that the e-sports circle can go to a situation like 09, if the wind is like this, there are still a few who can really have a plan, and there are still a few who have a plan.

  24. Anonymous users2024-01-16

    Why isn't it copied there?

    E-sports (e-sports) is more than video games.

    Tournament to reach the "competitive" level of the event. E-sports is an intellectual confrontation between people that uses electronic devices as sports equipment. Through exercise, participants can exercise and improve their thinking ability, reaction ability, heart-eye-limb coordination ability and willpower, and cultivate team spirit.

    E-sports is also a profession, similar to non-electronic game competitions such as chess, and on November 18, 2003, the General Administration of Sports of the People's Republic of China officially approved e-sports as the 99th official sports competition.

  25. Anonymous users2024-01-15

    1. Chinese telecopy.

    The development of sub-sports has ushered in its first period, and the expansion of the e-sports market has also brought many opportunities, and e-sports education is a sign of national recognition of e-sports education.

    2. E-sports now has a bright future, but the e-sports major is not simply playing games, the full name seems to be called e-sports sports and management major? Mainly because e-sports is developing rapidly, but the management system is chaotic and there is a shortage of management talents, so colleges and universities will open e-sports majors, not just teach you how to score ......

    3. It's pretty good to study e-sports.

  26. Anonymous users2024-01-14

    Esports is really a fantasy stuffing to meet adversarial needs that go beyond the current confined framework of humanity.

    Contrary to the so-called hand-eye coordination and the meaning of APM sports, I believe that the importance of the existence of esports is a fantasy filling that complements and transcends the current limitations of human bodies and environments.

    Before the advent of video games, people would put competitive entertainment on football, basketball and some other sports, because after entering the civilized society, the struggle and injury of large groups are no longer advocated, and these activities with cooperation, strategy and confrontation greatly meet the needs of human instinct for struggle and competition. Therefore, with the high popularity of the World Cup, the European Cup, team gymnastics, table tennis, NBA, etc., it is not so much about watching the sports competition of all parties as it is about watching the comprehensive confrontation of all parties to show the strength of all parties.

    Society is developing and progressing, and human beings are also evolving with the rapid development of ideology and knowledge. However, it is obvious that the speed of development of ideological knowledge has been much higher than the development speed of human physical and physical levels, therefore, the demand for confrontation environments, scenarios and conditions has also increased correspondingly, and traditional sports have been difficult to meet the new generation with higher and higher knowledge reserves.

    Viewers pay attention to esports, but they don't really care much about how well these players have hand-eye coordination, how fast their hands are, or how physical they are. The audience is most interested in the various virtual characters and organizations they operate that surpass real human beings, using a variety of imaginary superpowers, in a variety of different environments, surreal environments, through special abilities, accumulation, strategies, tactics, etc. to achieve the confrontation of various organizations, to meet the audience's higher-level competition needs.

    Custom-design different venues at any time according to the needs of the audience, selling points or other requirements; Customize different supernatural individuals and skills according to different venues, people, organizations, and environments; Design strategies and tactics according to different combinations and members; Design props, items, and environmental obstacles ...... according to different needs, tastes, and requirementsAll these infinitely expanding imaginations are impossible to quickly realize in the current real world to meet the needs, while the electronic virtual world can design the best architecture to complete these needs with very low cost, time and high quality.

    As a result, esports has entered people's field of vision and quickly gained the favor of the new generation. Detached from the fixed plot, the competition is more random and uncertain, which can greatly satisfy the audience's rapidly changing taste for discovering new stories, expanding new imaginations, and confrontation between different camps.

    So, esports is essentially a fantasy stuffing to meet adversarial needs that transcend the current confined framework of humanity. And the players of e-sports are not so-called gamers, but waiters who meet the surreal fantasy needs of the audience, drivers who operate various roles, actors who entertain the public, and athletes who fight against each other.

  27. Anonymous users2024-01-13

    Overall market size: The e-sports ecological market has grown significantly

    Since 2017, China's overall e-sports market has grown substantially, with the largest proportion of growth in the e-sports ecosystem, which includes user payments such as event tickets, merchandise, and crowdfunding, as well as the revenue generated by sponsorship and advertising companies around the event. Although the epidemic has had a certain impact on the e-sports industry in 2020, especially the offline link, thanks to the stable development of the e-sports market and the revenue growth of game live streaming platforms, the overall e-sports market will still maintain a steady upward trend.

    Segmentation of e-sports market share: Mobile e-sports accounts for the majority of the market

    Since 2017, mobile esports gaming revenue has accounted for a major portion of the overall esports market. At the same time, as e-sports is increasingly recognized by the public, the trend of cross-border cooperation in e-sports is becoming more and more obvious, and all kinds of funds have begun to focus on this market, injecting more vitality into the e-sports ecology, and the proportion of the e-sports ecological market has steadily increased. It is estimated that in 2020, the e-sports ecological market will account for the overall e-sports market share, and the market size of terminal games may reach 34.8 billion.

    User size trends: User growth has slowed

    With the entry of esports into the Asian Games and the 2018 Chinese esports championship in the Asian Games, the topic of esports has attracted more and more attention. World-class e-sports tournaments have won championships one after another, e-sports film and television dramas have attracted much attention, and auto-chess e-sports games have all promoted e-sports to continue to go out of the circle and drive further growth of e-sports users. However, it should be noted that the rapid growth of new users is also easy to churn, and users' esports habits still need to be cultivated over time.

    The proportion of women is rising

    With the rapid development of the e-sports industry in recent years, especially the rise of mobile e-sports, more and more female users have begun to contact and pay attention to the e-sports field, and e-sports games have become one of the main entertainment methods for many female users. It is possible that the proportion of female users will continue to show an upward trend in the coming years. The gradual improvement of the e-sports competition system and the establishment of more and more women's e-sports club branches have also created conditions for the growth of female users.

    In addition to occupying the audience of e-sports events, women have also begun to be active on the field, such as Li Xiaomeng won the BlizzCon Hearthstone World Championship, and more women will be active in the e-sports arena in the future.

    The above data ** is in the Prospective Industry Research InstituteAnalysis report on the market prospect of China's e-sports industry** and investment strategic planning

  28. Anonymous users2024-01-12

    Goldman Sachs recently released its latest global e-sports report, pointing out that the e-sports industry, which has a deep market foundation, will quickly support earnings and valuation expectations with a rapidly forming business structure in the past two years, and the self-"money-making effect" caused by large-scale esports events will gradually appear. Goldman Sachs expects the overall revenue of the global esports industry to reach $100 million by 2022, with a five-year compound growth rate of about 35%.

    Esports has become a nationally recognized educational profession, and its prospects are promising. With the development of China's game industry, as large as Beijing, Shanghai, and small to third-tier cities, more and more game competitions are held all over the country. So now the e-sports major is also a very good major.

  29. Anonymous users2024-01-11

    The rapid development of e-sports, an emerging sport, in China and even around the world is an undeniable fact, and it is a product of market demand in the Internet era.

    Technology and things themselves are not subjectively conscious, and the key lies in how to correctly view and apply both.

    And in this process, the human factor is crucial.

    Learning esports education is more than just being able to play games. It is also suitable for various high-end positions, such as data analysts, event commentators, host anchors, event planners, etc., making it easy to find employment and generous treatment. It is estimated that in 2018, China's e-sports users will exceed 200 million, and the market size will exceed 75 billion, an increase of .

    The e-sports major is not a game of discussing games and abandoning studies; E-sports education is not a general popularization of knowledge, but focuses on event organization and management, online self-marketing, commentary technology, content production, coaching, and data analysis.

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