China's first e-sports industry broker development and training platform to promote the development of e-sports

On July 18, it was learned from the State Sports General Administration that on July 17, the National Athletes 'Health Alliance used the Fruit Variety Innovation Space established in Harbin Institute of Physical Education as a base to bring together more than 100 domestic and foreign e-sports industry and related industries., learning and research institutions have jointly established the country's first e-sports industry broker development and training platform.

Original title: China's first e-sports industry broker development and training platform to promote the development of the e-sports industry

. On July 18, it was learned from the State Sports General Administration that on July 17, the National Athletes 'General Health Alliance used the fruit variety crowd-creation space established at Harbin Institute of Physical Education, gathering more than 100 domestic, academic and research institutions in the e-sports industry and related industries at home and abroad to jointly establish the country's first e-sports industry broker development and training platform, and published the country's first e-sports industry broker practice declaration-"7.17 Declaration". The move aims to form a team of e-sports industry brokers with excellent business standards and strong professional ethics to promote the development of my country's e-sports industry.

At the same time, China's first e-sports industry broker training summer camp opened at Harbin Institute of Physical Education. The National Athletes General Health Alliance employs well-known domestic sports law experts and industry veterans to impart practical experience, and adopts the "Quality Code" of the National Athletes General Health Alliance (No. 1, No. 1, No

"The e-sports industry is a sunrise industry with huge development prospects. This year, the output value of the domestic e-sports industry will exceed 50 billion yuan. This will provide nearly one million job opportunities for recent and previous college graduates and unemployed young people in society. To achieve this goal, we first need to establish a development and training platform for e-sports industry brokers. Through the construction of e-sports industry brokers, we will drive the construction of other professional talent teams in the e-sports industry and contribute to the transformation and upgrading of my country's e-sports industry." Feng Yulong, chairman of the National Athletes 'Health Alliance and secretary of the Party Committee of Harbin Physical Education Institute, said at the unveiling of the summer camp,"The National Athletes' Health Alliance can become the initiator of this platform, and the Harbin Physical Education Institute Demonstration Base of Fruit Variety Innovation Space can become the main training base of the platform. As the leader of these two institutions, I feel very honored. I wish that China's first e-sports industry broker development and training platform will develop rapidly and contribute to the construction of my country's e-sports industry talent team."

E-sports is an intellectual confrontation between people that uses high-tech software and hardware equipment as sports equipment. Through exercise, you can exercise and improve participants 'thinking ability, reaction ability, coordination ability of mind, limbs and willpower, and cultivate team spirit. In 2003, the State Sports General Administration officially listed e-sports as the 99th sports event. The number of global e-sports users has exceeded 200 million, and in 2015, the number of domestic e-sports users exceeded 100 million. Among e-sports users in China, more than 80% watch games online. With the continued rapid development of the e-sports industry and the further prosperity of e-sports areas such as events and live broadcasts, the domestic e-sports industry is expected to reach a market size of 50 billion yuan in 2016.

According to the data, there are 408 million mobile game users in China at present, 56.6% of mobile game players are willing to participate in mobile game competition, and 42.3% of players express interest in watching mobile e-sports competitions. It is estimated that the market scale of China mobile e-sports will reach 13.56 billion yuan in 2018, with a compound growth rate of 38.6% from 2015 to 2018.

The Industrial Securities report pointed out that in the era of entertainment Internet, the e-sports industry has diverse channels for monetization. In addition to e-sports event revenue, including user payments such as event tickets, peripherals, crowdfunding, etc., as well as revenue generated by companies such as sponsorship and advertising, e-sports derived revenue, including e-sports clubs and players, live broadcast platforms and anchors, etc. The income generated by the core links of the industry chain is also very considerable.

Editor: yvette