Introduction: With the in-depth development of China's digital economy , the process of industrial digitalization has been accelerating, and the proportion of big data in industrial decision-making is becoming higher and higher. Tianyancha Data Research Institute hereby launched the "Tianyan New Knowledge" column, which relies on Tianyancha big data to sort out the industrial structure and development context, interpret the latest developments in the industry and investment and financing trends, and provide reference for decision-making by all parties.
This article is the Tianyan New Knowledge Industry Analysis Series, the 23rd article.
Recently, the highly anticipated 2022 League of Legends Global Finals S12 ended the group stage. Among the four teams representing the Chinese LPL region, JDG, EDG and RNG lived up to expectations, successfully locked in the quarterfinals, and successfully advanced to the knockout round of the 2022 League of Legends Global Finals.
Since its establishment in 2011, S competition has become the most influential event in " League of Legends " every year. With the success of well-known domestic clubs such as IG, FPX, EDG, etc., in the event, and e-sports events were selected as official events of the Asian Games, e-sports is entering the public's vision with a new look of "sports events". According to statistics, the size of China's e-sports market in 2021 has reached 167.3 billion yuan, and has increased by 13.5% year-on-year, and the industry has entered a stage of stable growth.
Under the powerful market opportunities, various provinces and cities in China have also deployed the e-sports industry, introduced support policies, and tried to build urban e-sports IP. A "battle for the e-sports industry" has quietly begun.
html has soared more than 25 times in 47. E-sports is just right when it is "out of the circle"
sky-high event bonuses, celebrity professional team competition, and fund owners gather... In China today, e-sports is no longer synonymous with "Internet addiction boy". E-sports is embarking on the path of professional and industrial development like traditional sports, becoming an emerging cultural symbol that influences a generation.
"China E-sports Industry Report from January to June 2022" shows that in the first half of this year, my country's e-sports industry revenue exceeded 70 billion yuan and its user scale exceeded 500 million yuan. Another survey data shows that in terms of attention to professional events, e-sports ranks after the "National Football" table tennis competition, surpassing basketball and football, ranking second. Taking "League of Legends" S11 as an example, the peak number of viewers at the finals at that time exceeded 70 million.
When "playing games" becomes a popular profession and cultural hotspot, the industrial development behind it also ushers in a new wave of investment craze. In particular, the strong vitality shown by e-sports in cross-border integration has begun to become an important tool for local governments to develop digital economy.
day eye check data shows that in the past seven years, Chinese e-sports related companies have continued to rise steadily. As of October 21, 2022, about 62,000 e-sports-related companies have been in business, in existence, moving in and out. Among them, more than 80% of e-sports-related companies were established within the past three years.
China's e-sports development has been making rapid progress. From more than 1,100 companies in 2016 to 28,000 companies in 2022 (Note: The statistical range of this data is from January 1 to September 30, 2022), the scale of e-sports-related companies has increased by more than 25 times in the past seven years.
"E-sports major provinces" are released. E-sports live broadcast, e-sports chair is now "investment hot"
From the distribution of e-sports-related enterprises and provinces, Hainan Province has more than 9,100 e-sports-related enterprises ranked first in the country, accounting for about 14.7% of the total number of e-sports-related enterprises. Hainan Province has made outstanding efforts in the e-sports industry chain such as industrial incubation, e-sports + tourism project development, event implementation, talent training, etc.
Anhui Province follows closely, ranking second with more than 7,500 e-sports-related companies; Jiangsu, Hubei and Henan rank in the top five with more than 5,000, more than 4,500 and more than 4,000 e-sports-related companies, respectively. Shaanxi, Guangdong, Hunan, Liaoning and Guizhou have also successfully squeezed into the top ten in the country.
As Guangdong and Hunan provinces, which are rich in e-sports tycoons, still have the foundation of the e-sports industry, and the number of e-sports related companies in the province exceeds 3,200. Among them, the number of patent information of e-sports-related enterprises in Guangdong Province exceeds 580, ranking first among all provinces in the country.
Tianyan Check Research Institute analyzed that the rapid development of domestic e-sports companies has benefited from the support and guidance of relevant policies, the rise of mobile games, the promotion of popular events and customer groups with high traffic and value-added potential.
In 2020, due to the impact of the epidemic, everyone's home life has increased, and more people are keen on using e-sports games to relieve boredom, and the average online entertainment time has increased significantly; in addition, driven by various e-sports live broadcasts, e-sports short videos, and social platforms, the user scale of e-sports games has also begun to expand rapidly; during the same period, e-sports-related game live broadcasts, e-sports themed hotels, e-sports academy, e-sports chairs, etc. have also become popular investment targets in the past two years.
Day Eye Check related data shows that compared with 2020, the number of corporate registrations related to e-sports game live broadcast, e-sports chair, e-sports hotel increased by more than 488%, 239% and 31% year-on-year respectively in 2021.
The heroes compete for the victory. Who is the "e-sports capital"?
billion market and nearly 500 million e-sports users mean huge market space and development opportunities for major cities, and competition in the e-sports industry across the country is becoming increasingly fierce. According to incomplete statistics, more than 20 cities across the country have introduced e-sports related policies, including Shenzhen, Shanghai, Guangzhou, Chengdu, Wuhan and other cities, and many places have competed for the title of "e-sports capital".
The healthy development of emerging industries cannot be separated from policy guidance and escort. As one of the best, the pioneer Shanghai has become the "global e-sports capital", Hangzhou is aiming at the "global e-sports center", and Shenzhen is stepping up the construction of the "international e-sports capital". Behind the increasingly fierce competition in the e-sports industry, they took the lead in creating their own unique new urban competitiveness.
Shanghai: E-sports-related companies and top events are up to
Do you still remember the popular search for the whole country that was contracted by EDG to win the championship last year? On November 7, EDG from LPL, after a bloody battle, finally defeated DK 3:2, winning the S11 Global Finals Championship! This is the third Chinese team to win the championship in this event since 2018, after IG and FPX.
day eye check shows that the three champion teams of IG Esports Club, EDG and FPX are all from Shanghai. In Shanghai, there are many top clubs like this, and well-known e-sports related companies such as , Alibaba , Riot, and Qujia have joined. According to relevant statistics, Shanghai's online game sales revenue in 2021 reached 125.03 billion yuan, a year-on-year increase of 3.7%, accounting for one-third of the country; of more than 500 influential e-sports events nationwide each year, more than 40% were held in Shanghai. Tianyan Check's data also confirms this. Currently, there are more than 3,230 e-sports-related companies in Shanghai, making it the city with the largest number of e-sports-related companies in China.
As the industry recognized as the birthplace of Chinese e-sports, Shanghai has always attached great importance to the development of the e-sports industry. In 2017, Shanghai’s “50 Cultural and Creative Techniques” proposed the goal of “building a global e-sports capital” for the first time. In 2019, Shanghai issued the "20 E-sports Regulations", proposing to establish and improve the standardization system for the development of the e-sports industry, and strive to fully build the "global e-sports capital" within 3 to 5 years. In 2020, the "E-sports Venue Construction Specifications" and the "E-sports Events General Authorization Specifications" are successively issued, which are the first cities in China to launch relevant standards and management methods in the e-sports industry.
Tianyan Check Research Institute analyzed that the settlement of top global events such as DOTA2 and League of Legends provides a broader vision for Shanghai Esports, and also gives it the industrial foundation and strength of the world's first-tier e-sports city; convenient location conditions and perfect policy support have attracted many e-sports companies, clubs, teams and live broadcast platforms to take root; the active e-sports atmosphere and rich talent resource reserves ultimately allow Shanghai to form a complete e-sports industry cluster, and the title of "Global E-sports Capital" is about to emerge.
Shenzhen: The most patents related to e-sports. It is good to enjoy the coolness by relying on the "big tree"
In the development of the e-sports industry, Shenzhen has always been at the forefront of the country. Now that the e-sports trend is getting stronger, Shenzhen, which has been accumulating for a long time, has also shouted out the new goal of "International E-sports Capital" and has entered a substantial implementation from a strategic concept.
Recently, the Shenzhen Municipal Bureau of Culture, Radio, Television, Tourism and Sports issued the "Several Measures of Shenzhen on Building an International E-sports Capital (Draft for Comments)", proposing to build Shenzhen into an international e-sports capital leading the Guangdong-Hong Kong-Macao Greater Bay Area, radiating across the country and facing the world.Among them, the "Measures" proposes a series of "real money" funding measures, including the e-sports venues with the highest one-time funding: for professional venues that are newly built, renovated and held e-sports events that meet the corresponding requirements, one-time funding will be provided in accordance with the standard of less than 30% of the total investment and the maximum 10 million yuan; for newly introduced domestic and foreign leading enterprises or related institutions, one-time funding will be provided up to 5 million yuan.
Tianyan Check analysis believes that as Shenzhen, which uses "high technology" as the city symbol, ranks among the top in the country in terms of advanced technologies such as artificial intelligence , cloud computing , 5G, blockchain, AR/VR, etc., and has the strength to build an international e-sports capital.
day eye check data shows that Shenzhen has about 3,200 e-sports-related companies. Although the number is slightly behind Shanghai, its e-sports-related patent information is as high as more than 410, making it the city with the largest number of e-sports-related patents in the country. Its patent types cover computers and peripheral equipment, e-sports information technology, electronic components, e-sports audio and video, 3D optical glasses, etc.
In addition, Shenzhen has the leading e-sports company Tencent , adjacent to NetEase headquarters (Guangzhou), two of the top national games resources, which is also its strong foundation and digital IP advantage for its development of the e-sports industry. According to incomplete statistics from Tianyan Check, Tencent acquired and invested in more than 100 electronic game-related companies in 2021 alone. In addition to Tencent, Shenzhen also has many well-known game companies such as Ruzhong Mobile Games, Chuangmeng Tiandi , Zhongqingbao , and Molin Technology.
With the 2021 Call of Duty Masters S1 champion DYG E-sports Club and PEL 2021 S4 Finals champion STE E-sports Club settled in Shenzhen one after another, Shenzhen's e-sports industry ecosystem is gathering. In the future, with the introduction and incubation of more top e-sports events and the acceleration of infrastructure construction of e-sports venues, Shenzhen is fully expected to build a national and global leading e-sports industry zone.
Hangzhou: Historic Opportunity "E-sports + City" business card highlights
After Hangzhou Asian Games included e-sports into the official competition event, e-sports was considered to have further entered the public's vision. Under the opportunity of the Asian Games e-sports event, the development atmosphere of Hangzhou's e-sports industry is becoming increasingly strong, and he ushered in historic opportunities.
Hangzhou's "14th Five-Year Plan" outline proposes to build an exhibition and event city with international influence, cultivate emerging industries such as sports animation, games, and e-sports, and encourage the development of large-scale sports event markets. Also as the "Internet Capital" of the country, Hangzhou has made efforts in copyright trading, event IP creation, domestic research and development. In terms of the implementation of
events, League of Legends Professional League (LPL) and King of Glory Professional League (KPL) have successively been implemented, making Hangzhou one by one of the few cities in the country that have LPL and KPL dual home e-sports events. At the same time, it has held college e-sports leagues continuously to cultivate and introduce professional talents in the field of e-sports, and fully promote the agglomeration and development of the e-sports industry; in terms of integrated innovation, new business formats such as "e-sports + film and television", "e-sports + two-dimensional", and "e-sports + e-commerce" have emerged. For example, we will build e-sports digital entertainment town in Xiacheng District, actively attract and cultivate leading e-sports industry enterprises, well-known R&D institutions, e-sports clubs, etc., establish and introduce various e-sports industries to develop, and strive to build a comprehensive e-sports digital entertainment ecosystem. Tianyan Check shows that Hangzhou currently has many nationally leading game research and development companies, including NetEase Leihun, Dianhun, , Yanhun, Youke, Changtang , and Jinke Culture. According to relevant statistics, the revenue scale of Hangzhou's e-sports industry has exceeded 25 billion yuan.
Tianyan Check Research Institute analyzes that under the background of the integrated development of Yangtze River Delta, Hangzhou is gradually leveraging its industrial advantages to form differentiated development and competition with Shanghai. With the implementation of key links such as enterprise cultivation, talent introduction, platform construction, and event implementation, the development path of the e-sports industry will be further clarified, and Hangzhou's pace of building the "e-sports capital" is continuing to accelerate.
chasing dreams The capital bureau behind the "winning the championship"
Last year, with EDG winning the championship, the topic of "Everyone who wins the championship will be given a house" was also put on the hot list, which made the public curious about the strong capital strength behind the EDG team.Tianyan Check carefully examined the major e-sports clubs behind the League of Legends Professional League and found that most of the bosses behind the scenes are stars and have corporate backgrounds for listed companies.
day eye check shows that the affiliated company of EDG E-sports Club is Shanghai Yangchuan Electronic Technology Co., Ltd., which was established in September 2011 with a registered capital of RMB 2.4 million. Pan Yibin serves as the company's director and general manager. Through the equity structure chart, the company's major shareholder is Guangzhou Chaojing Investment Co., Ltd. , with a shareholding ratio of 75%, and the actual controller is Zhu Yihang . "EDward Gaming" is taken from Zhu Yihang's English name Edward. Zhu Yihang, the boss behind
EDG, is the eldest son of real estate tycoon and the Hong Kong stock listed company Hoshen Chuangzhan Group founder Zhu Mengyi . Tianyan Check shows that Zhu Yihang currently serves as an executive in eight companies, including Guangdong Zhujiang Investment Management Group Co., Ltd. with a registered capital of 4.172 billion yuan, as well as Hechuang Automobile Technology Co., Ltd. (formerly known as GAC Aion New Energy Vehicle Technology Co., Ltd. ), Guangdong Hesheng Taijing Real Estate Co., Ltd. and many other companies. In addition to establishing the EDG team, Zhu Yihang also invested in many fields such as power, infrastructure, investment management, and new energy vehicles.
Similarly, as a first in China to enter the e-sports circle, Wanda Wang Jianlin's son Wang Sicong founded the IG club in 2011 and won the LPL 2018 Global Finals Championship. It is said that this is also the first team in China to win the S Championship.
Tianyan Check data showed that in 2009, Wang Sicong established Pusi Capital and has successively invested in many game industry companies, including Chuangmeng Tiandi, Hero Entertainment, Titanium Education Technology, Net Fish Internet Cafe , etc. Currently, Wang Sicong serves as the legal representative of of 9 companies, and serves as chairman and director of 22 companies. The companies he works in include Shanghai Panda Interactive Entertainment Culture Co., Ltd., Shanghai Banana Plan Culture Development Co., Ltd., Wanda Industrial Investment Co., Ltd., etc., involving investment management, entertainment, film and television, food and other industries.
others include the SN team of Suning Esports Chairman Zhang Kangyang , the SN team of " Son of Gambling King " He Youjun V5 team, Li Ning nephew Li Qilin LNG team, and Hong Kong Ho Qigang elected chairman of the Asian Esports Association, etc., all of them have successively pursued the e-sports circle. Overall, as an industry with huge investment and slow capital recovery, e-sports has basically become their ideal territory for turning their hobbies into careers in the early stages.
Events that hundreds of millions of people are often watched, and core enthusiasts of nearly 100 million people... Tianyan Check Research Institute believes that the industrial potential, attention, and increasing traffic and influence of e-sports have become important factors that attract cities and capital to "bet". In the future, with the establishment of the e-sports industry standards and the further improvement of the management and operation model and the "e-sports +" model, in addition to e-sports clubs, e-sports event platforms and other companies, e-sports supporting companies that use content creation and products as their selling points will also receive high attention from capital. China's e-sports industry will surely gain better development space and give full play to its greater derivative value.