International competitions have won many championships, and domestic competitions of all sizes cover the whole year. China's e-sports is currently in a booming trend. When asked what would happen if he lost the game, Xiao Guo, a girl, smiled and said, "I often cry."

international competitions have won many championships, and domestic competitions of all sizes cover the whole year. At present, China's e-sports is in a booming trend.

In addition to the continuous improvement of the competitiveness of the players, the enthusiasm and participation of the audience are also an important measure of whether an event is healthy.

In terms of traditional sports events, the just-concluded La Liga Caté Derby, the attendance rate of Camp Nou reached 93.4%, and the number of attendees was 92,795. What answer did the leading domestic e-sports event give?

has achieved remarkable results in building a competition system

Speaking of domestic e-sports events, KPL ( King of Glory Professional League ) is definitely an important position that cannot be avoided.

Take the Spring Finals last year as an example. The attendance rate of the Shanghai Mercedes-Benz Center, which can accommodate 18,000 people, is nearly 100%. Looking at the regular season that has started this year, the home game size between the east and west has reached 1,000.

seems to be a high-quality resource in e-sports events, and has actively moved closer to top traditional sports events in terms of audience popularity and on-site box office. Why can

KPL maintain a high attendance rate? You should know that among the numerous domestic e-sports events, there are many embarrassing scenes with few audiences.

First of all, since the birth of the game " Honor of Kings ", the number of players has increased sharply. At present, domestic users are hundreds of millions, and a large number of sticky users have provided strong support to the audience of professional leagues to a certain extent.

However, if you want to gather so many audiences, even allow fans to cover from online to offline, and are willing to buy tickets to watch the game, it is not just explained by the many people who play the game.

Since the first competition was held in the fall of 2016, KPL official has been committed to creating a high-level e-sports event in all aspects from all aspects of competition, live broadcast on the Internet, and live viewing experience. From promotion and relegation, east-west and west areas, setting up regular season and playoffs to subsequent BP rules updates, a series of measures are to keep the event highly competitive and entertaining.

In 2018, the data of the Honor of Kings professional event system was also quite optimistic. The annual content viewing volume exceeded 17 billion, an increase of 65% year-on-year; the KPL Autumn Finals' single-day live viewing volume reached 300 million, an increase of 26% year-on-year.

Some industry insiders admitted, "Being able to attract a large number of audiences to watch the game means that e-sports developed based on games can truly grow into an event."

"In fact, some of the audiences do not play games too much, but high-level professional e-sports PK can still let them sit down and enjoy the game."

playing games does not mean e-sports

There must be a misunderstanding here, even in the process of the great development of e-sports, games and e-sports will still be confused by a few people.

In response to this issue, KPL League Chairman Zhang Yijia once made an example: "We can compare with traditional sports. Just playing games is equivalent to playing football by ourselves, and the audience of e-sports is closer to fans watching a football game."

"E-sports contains the nature of sports and is the profession of players. Players will spend a lot of time studying and training, so they can bring high-quality viewing experience to the audience."

In short, in essence, esports does not mean simply playing games, but is more similar to other traditional sports events. It requires the establishment of clubs, provide events and attracting audiences, but it is different from the presentation method of traditional sports.

Some people may think that e-sports rooted in the Internet are born with Internet genes, and many online viewers cannot explain the problem, but the statements of some viewers themselves may make them change their views.

For example, the fan of the online name "Garfield" is from Xi'an, Shaanxi. She has been paying attention to KPL events since 2017. Because she does not live in Shanghai or Chengdu (KPL competition location) and the journey is long, she will "knock off" every time she watches the game on site.

"I flew 6 times last year, and I have already flew 3 times not long since this year."

A rough estimate is that Garfield's viewing cost is not low, so why not just choose an affordable and convenient online viewing?

"The atmosphere on the scene is better, the viewing experience is not comparable through the computer screen, and you can be closer to the contestants you like."

" I have also watched basketball games before. The similarity is that I can be closer to the players I like, and I feel their belief in fighting to the end of the victory. "

is the hard truth to attract audiences

Garfield does not avoid being suspicious of chasing stars. As a 20-year-old student, Garfield's favorite player is Cat.

" At first I saw him in a variety show, a big boy with a cute personality, and then I noticed his performance in the competition, which was directly ignited by the high level of professional players. He was only one year older than me, and it was not easy to get to where he is today. "

It is obvious that professional e-sports players are of the same age as many viewers, which is one of the important reasons why fans can resonate with them.

is different from Garfield. Xiao Guo, a 24-year-old office worker, is in Shanghai, and it is much more convenient to watch the game. Like many football clubs with fan groups, Xiao Guo and many originally unfamiliar friends also form the support group of the eStarPro team, and they usually gather and play games together.

reporter asked: Is it similar to when you form a support group to go to the scene to watch a concert, and the answer you got was no.

"That's different. Looking at KPL is more about the performance of the players and the team. On the scene, you are more nervous. We will be happy if we win, and we will be lost and depressed if we lose. "

When asked what would happen if he lost the game, Xiao Guo, a girl, smiled and said, "I often cry. "

Fans like Garfield and Xiao Guo are just a microcosm of the thousands of viewers in the KPL scene, but it is individuals like them that have formed the torrent of KPL offline viewing.

They will chase stars, but they are more concerned about the victory or defeat on the field, which is no different from the die-hard fans in traditional sports events.

People are used to talking about the support of policies and the influx of hot money in the development of e-sports, but for a successful and long-lasting event, it is fundamental to let the audience truly enter the field through a mature competition system and a wonderful viewing experience.

Only after doing this can we talk about e-sports being comparable to top traditional sports events.