Page 330 - 2020 White Paper on the Business Environment in China
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0 White Paper on the Business Environment in China
Premier League, the German Bundesliga and Spain’s opened eSports related courses to cultivate talents
Primera Division are particularly active in China. The across different areas including event management,
absolute industry leader is Manchester United. The event operation, eSports broadcasting and eSports
traditional English club is the undisputed digital streaming. Besides adding eSports majors to
number one with 107 million followers. To put the education, the Chinese government is also trying
number in proportion: Around 66 million people to raise public awareness of eSports as a whole.
currently live in Great Britain (Pertsch). The Chinese government officially confirmed
“eSports operator” and “eSports player” as two
eSports new professions in the country. With this support
from the government, Chinese eSports fans will
E-sports is gaining rapidly in popularity and scope be more confident to engage in the industry and,
in China. According to industry reports compiled by in turn, contribute to the development of eSports
eSports analyst Newzoo and consultants PwC, China nationwide and globally (Zhang).
is set to overtake South Korea as the second largest
eSports market after the US in 2019 and continue Sports Equipment and Appeal
to grow at a compound annual rate of 21% until
2023. China will account for US$210mil) in revenue The China State Council released guidelines on
in 2019, compared with US$409.1mil in the US. In Friday to speed up the development of the sports
fact, Newzoo said in its 2019 report that the craze industry, aiming to grow it to a US$290 billion
for eSports has grown to such an extent that six industry by 2025. The sports industry serves as
cities – Hangzhou, Chongqing, Shanghai, Xian, a powerful engine for economic growth. China
Sanya and Haikou – are now competing to become plans to provide more events and recreational
China’s eSports hub. Companies like Alibaba Group activities for ordinary citizens. The guidelines also
Holding are also investing in its own top tier eSports pointed out that China will launch 100 popular
tournament around China where teams of players competitions, and 100 homegrown events by 2025.
compete against each other in shared online According to the guidelines, China will attach great
battlefields. Chinese cities are already bidding on importance to the development of professional
high profile eSports events in the way that cities bid and international sports. Winter sports will be
for the Olympics (Swift). warmly welcomed ahead of the preparations for
the Beijing 2022 Winter Olympics. More companies
The Chinese eSports market reached a value of are encouraged to join the industry. China will also
8.48bn RMB (£960m) in 2018, whilst the total output push reforms to streamline the approval process
value of country’s eSports industry is expected to for sports-related companies, and ask related
reach a considerable 21.1 billion yuan RMB by 2020. government departments to speed up the process
CCTV reports that there are over 50,000 people (Xinhua, Boost Sports).
working in the industry — a number which is also
expected to rapidly increase to past 250,000 by 2020. To achieve 2025 goals, the China sports market
Bang Xu, Vice President of Tomorrowland Esports is expected to grow with double digit CAGR. In
Ltd, claimed, “Three years ago, it may have taken the year 2010 Sports Apparel used to be the
two or three months to get one or two applicants biggest market, but by 2015 Sports Equipment has
for the director of an eSports league. The number overtaken Sports Apparel market. Company sales
of eSports leagues in 2016 was just less than 10. are highly fragmented and no single company holds
At present, we may have dozens of applicants in double digit market share. Primarily because the
a month, and the number of eSports leagues has sports market is a vast segment and it’s difficult for
exceeded 100.” Although more people are willing one company to be present in all segments. Rising
to engage in the eSports industry, talents are still in awareness of a healthier lifestyle, acceleration of
short supply compared to the speed of the industry urbanization and proactive government support are
development. To meet the demand from the the factors driving China Sports Market (Trent).
eSports industry, numerous Chinese colleges have
330
Premier League, the German Bundesliga and Spain’s opened eSports related courses to cultivate talents
Primera Division are particularly active in China. The across different areas including event management,
absolute industry leader is Manchester United. The event operation, eSports broadcasting and eSports
traditional English club is the undisputed digital streaming. Besides adding eSports majors to
number one with 107 million followers. To put the education, the Chinese government is also trying
number in proportion: Around 66 million people to raise public awareness of eSports as a whole.
currently live in Great Britain (Pertsch). The Chinese government officially confirmed
“eSports operator” and “eSports player” as two
eSports new professions in the country. With this support
from the government, Chinese eSports fans will
E-sports is gaining rapidly in popularity and scope be more confident to engage in the industry and,
in China. According to industry reports compiled by in turn, contribute to the development of eSports
eSports analyst Newzoo and consultants PwC, China nationwide and globally (Zhang).
is set to overtake South Korea as the second largest
eSports market after the US in 2019 and continue Sports Equipment and Appeal
to grow at a compound annual rate of 21% until
2023. China will account for US$210mil) in revenue The China State Council released guidelines on
in 2019, compared with US$409.1mil in the US. In Friday to speed up the development of the sports
fact, Newzoo said in its 2019 report that the craze industry, aiming to grow it to a US$290 billion
for eSports has grown to such an extent that six industry by 2025. The sports industry serves as
cities – Hangzhou, Chongqing, Shanghai, Xian, a powerful engine for economic growth. China
Sanya and Haikou – are now competing to become plans to provide more events and recreational
China’s eSports hub. Companies like Alibaba Group activities for ordinary citizens. The guidelines also
Holding are also investing in its own top tier eSports pointed out that China will launch 100 popular
tournament around China where teams of players competitions, and 100 homegrown events by 2025.
compete against each other in shared online According to the guidelines, China will attach great
battlefields. Chinese cities are already bidding on importance to the development of professional
high profile eSports events in the way that cities bid and international sports. Winter sports will be
for the Olympics (Swift). warmly welcomed ahead of the preparations for
the Beijing 2022 Winter Olympics. More companies
The Chinese eSports market reached a value of are encouraged to join the industry. China will also
8.48bn RMB (£960m) in 2018, whilst the total output push reforms to streamline the approval process
value of country’s eSports industry is expected to for sports-related companies, and ask related
reach a considerable 21.1 billion yuan RMB by 2020. government departments to speed up the process
CCTV reports that there are over 50,000 people (Xinhua, Boost Sports).
working in the industry — a number which is also
expected to rapidly increase to past 250,000 by 2020. To achieve 2025 goals, the China sports market
Bang Xu, Vice President of Tomorrowland Esports is expected to grow with double digit CAGR. In
Ltd, claimed, “Three years ago, it may have taken the year 2010 Sports Apparel used to be the
two or three months to get one or two applicants biggest market, but by 2015 Sports Equipment has
for the director of an eSports league. The number overtaken Sports Apparel market. Company sales
of eSports leagues in 2016 was just less than 10. are highly fragmented and no single company holds
At present, we may have dozens of applicants in double digit market share. Primarily because the
a month, and the number of eSports leagues has sports market is a vast segment and it’s difficult for
exceeded 100.” Although more people are willing one company to be present in all segments. Rising
to engage in the eSports industry, talents are still in awareness of a healthier lifestyle, acceleration of
short supply compared to the speed of the industry urbanization and proactive government support are
development. To meet the demand from the the factors driving China Sports Market (Trent).
eSports industry, numerous Chinese colleges have
330