E-sports venues in full swing: LED display next 100 billion market

On August 26, Jakarta, the first e-sports gold medal in the history of the Asian Games was taken by the Chinese team. Although this gold medal is not included in the official competition, it has attracted a lot of attention.

Jakarta Asian Games E-sports Performance Project League of Legends Competition

In 2022, at the Asian Games held in Hangzhou, e-sports will become an official competition. The International Olympic Committee has also begun to include e-sports in the Olympic Games.

In today's world, no matter which country, there are a large number of video game enthusiasts, the number of people paying attention to e-sports competition has far exceeded any traditional sports.

In full swing

According to gamma data "2018 e-sports industry report"display China's e-sports industry has entered a high-speed growth track. The market size will exceed RMB 88 billion in 2018. The number of e-sports users reaches 260 million, accounting for almost 20% of the country's total population. This huge number also means The huge potential of the eSports market in the future.

In another VSPN "E-sports Research Report", the number of people who are willing to watch the competition is 61% of the total number of users, and the average weekly viewing time is 1.4 times, and the duration is 1.2 hours. 45% of the e-sports league audience are willing to spend money for the league, spending an average of 209 yuan per year. The report shows that the exciting and attractiveness of offline events for the audience far exceeds the effect of online broadcast.

Just like tennis games with tennis courts and swimming pools with swimming pools, e-sports should also have professional venues that suit their own characteristics – e-sports venues. Currently there are nearly a thousand nominal e-sports venues in China. However, venues that meet the requirements of professional competitions However, there are very few. It seems that there are nearly a thousand sizes, most of which are not up to standard in terms of construction scale and service standards.

At present, most of the offline competitions for electric competitions are in temporary construction areas in traditional gymnasiums, studios, internet cafes/Internet cafes, auditoriums, cinemas, university campuses, etc. There are two reasons for this phenomenon, one is professional venues. The lack of, on the other hand, the rules of specialization are still constantly improving.

There are very few e-sports venues causing a serious imbalance between supply and demand. The game manufacturers will choose the traditional gymnasium to be held, and the audience is faced with a ticket that is hard to find. A professional e-sports venue can connect to a large extent. And meet the needs of both the organizer and the audience.

Therefore, the fiery e-sports market has spawned a new demand—professional e-sports venues, located at the end of this huge industrial chain, known as the 'last mile'.

Crowded 'last mile'

The Chinese e-sports industry with a value of nearly 100 billion has attracted much attention. Especially the construction of e-sports venues is a game of heavy assets, attracting the entry of large sums of money. On this 'last mile', squeeze Full of national teams, venture capital, Internet giants, and even Internet cafe operators.

Chinese sports e-sports, is the only company controlled by the Chinese Olympic Committee - the only company engaged in e-sports-related business under the Chinese Sports Group. It is the first in the country to propose the '1110 Cooperation Plan for the Chinese Sports E-sports Hall', which will cooperate to develop 10 Chinese-style electric power. Competing professional pavilion, 100 standard pavilions, 1000 basic pavilions, forming an e-sports venue - E-sports sports complex - E-sports business cluster - E-sports industrial park - E-sports characteristic town multi-level business layout.

In the field of e-sports venues, which are set up by Lianzhong International, Sports Window and KongZhong. In the field of e-sports venues, which are mainly used for electric competitions, the alliance e-sports is considered to be a pioneer. From 2015 in Beijing On the West Road, the first home appliance competition venue - the online fish esports competition, the alliance esports has eight venues around the world, all over China, North America, Europe. Alliance e-sports through the layout of the global e-sports venue hub, relying on this Created own brand events, and produced and distributed e-sports programs.

Suning Tesco, since the launch of the e-sports strategy in 2015, with its cloud stores in various places, it has set up 50 home appliance competition experience zones in 35 cities across the country. As a venue for event competition and player training, it can also supply power to compete. Usually experience.

Tencent, who is rich in money, announced that at the 2017 brand launch conference, it will jointly launch more than 10 new pan-entertainment e-sports in the country in the next five years. Industrial Park.

The national e-sports towns of Mengzhou, Chongqing, Chongqing Zhongxian, Jiangsu Taicang, Anhui Wuhu, Zhejiang Hangzhou, etc. are also bearing the 'eager expectations' of the local government. Take Chongqing Zhongxian as an example, according to its plan, Invested 10 billion in three years, and built a 3.2 square kilometer 'e-sports characteristic town' to create a 'player experience paradise · e-sports industry holy place'.

Zhongxian E-sports Town E Tour Bay renderings

Zhongxian e-sports town overall renderings

In 2018, the e-sports industry is recognized as the first year of e-sports, and 2019 will be an outbreak of e-sports.

LED display Application in the e-sports hall

Any professional e-sports venue of a large scale can not be separated LED display Screen.

In June 2017, the China Sports Association published the first e-sports venue construction standard - "E-sports Stadium Construction Standards". In this standard, the e-sports venues are divided into A, B, C, D Level 4, and clearly define the location, functional partition, hardware and software systems of the e-sports hall.

In this standard, it is clearly required that the E-sports venues above C level must be equipped with LED display screens. The viewing display screen should have at least one main screen, and multiple auxiliary screens should be set to ensure that viewers of all angles can be comfortable under normal conditions. Watching'.

In order to create a realistic and beautiful effect of the game scene, a large number of professional e-sports halls are also equipped with stage equipment. The beauty effect of the LED display screen will be the protagonist of the scene demonstration on the stage.

Others, such as 3D display and VR interactive display, are also the highlights of e-sports venues. LED display in these two areas, can also be used to show their fists and feet.

The booming and development of the e-sports industry has driven the popularity of offline events. The 'last mile' e-sports venue construction boom has shown attractive market opportunities and broad market prospects for large-screen LED displays.

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