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eSports market to explode in China by 2020

George Miller

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eSports market to explode in China by 2020
Photo Credits: Helena Kristiansson
Reading Time: 2 minutes

China’s most prolific gaming companies expects huge things for the country’s eSports industry in the near future. Tencent published a report this week stating that eSports sector in china would reach 350 million users by the year 2020, and would generate around $1.5 billion in revenues annually. At present time, the market’s user base is around 250 million, based on last year’s figures.

If Tencent’s predictions are correct, the growth could result in China accounting for around 59% of all users from around the world. The figures from last year showed an increase of 41% over the number seen in 2016.

China is currently the second-largest market behind the United States. Last year, China generated around $104 million revenue from eSports while U.S. generated $258 million. The U.S. market improved substantially from 2016, increasing by 45%. South Korea is ranked third, generating around $49 million in revenue from eSports.

According to a recent survey, 72% of those interested in eSports in China have established histories of watching eSports competitions. An estimated 36.6% of users only began watching competitions within the past two years and, for the first time in history; ‘blockbuster’ games attracted over 10 billion spectators—a new record.

The surveys have also found that the eSports market isn’t comprised of only the younger male generation. Instead, over 20% of eSports users are females and parents; 24.3% are females and, of this group, 69% are between the ages of 21; and 30. 29% of eSports users are parents, 59% of which are between 31 and 40 years old.

As is to be expected, mobile Internet is the most popular method of attracting new users, as well as for eSports content distribution. However, 52% of the users who responded to the survey indicated that they still rely on official websites for schedules and information. eSports live video streaming sites and gaming applications are ranked second and third, respectively, for information gathering.

While eSports is considered to be nothing more than watching professionals participate in video games on large screens, the survey also identified that a significant portion of followers also participate in live sports. Whereas 16% of the general public regularly participate in sports activities, 19% of eSports users responded favorably when asked if they played live sports.

Source: CalvinAyre.com

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Asia

Philippines casino shows strong results

Niji Ng

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Philippines casino shows strong results
Photo Source: vigattintourism.com
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Resorts World Manila, an integrated resort in the Philippines posted impressive results for the third quarter to September 30. The company reported an overall revenue of PHP4.7bn (€68.8m), which higher than the revenue of PHP3.5bn (€58.3m) in the previous comparative quarter.

The above figure is only the revenue from gaming activities. Non-gaming businesses, including hotel, F&B and other retail, reported a revenue of PHP5.9bn (€ 98.4m) and the year-to-date to PHP16.9bn (€261.8m). The net profit for the year-to-date was PHP1.8bn (€30m).

Resorts World Manila has been operating as a casino and hotel since 2009. Operator Travellers International Hotel Group also has other hotels and an events and convention centre.

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Asia

Lottery corruption scandal erupts in China

Niji Ng

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Lottery corruption scandal erupts in China
Photo Source: seeker.com
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An alleged lottery corruption scam is snowballing into a big social media controversy in China. The main allegation is that RMB136 billion (US$19.5 billion) has been eaten up by corrupt lottery administrators.

It must be remembered that there has been “temporary” ban on online lottery in China for several year.

The latest controversy revolves around the accusation that it is almost impossible for ordinary lottery punters to win a major prize. Following the allegation, four former senior Welfare Lottery officials, led by disgraced former Welfare Lottery director Wang Suying, admitted that there was systemic corruption in the sector.

Government officially rejected the quantum of corruption. But its lack of transparency is making the matters only worse. The government refused to provide the details of losses on grounds that it would be inconvenient.

Publically available figures date back to 2012 and are contained in a National Audit Office report in 2015, which disclosed that corrupt lottery officials had stolen or misused almost RMB17 billion between January 2012 and October 2014.

Part of those losses was in the online sector, where administrators allegedly failed to officially report all online sales, pocketing the balance and triggering the long-running “temporary” suspension of online sales by the government which remains in force at present – three years on.

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Tencent Cloud Korea Conference Showcases the Latest in Game Globalization Solutions

George Miller

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Tencent Cloud Korea Conference Showcases the Latest in Game Globalization Solutions
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Tencent, a leading internet services provider, held its Tencent Cloud Korea Conference in Busan, South Korea, on November 14, 2018, to showcase its latest industry solutions developed based on its extensive partnerships with global game companies. Dao Feng, Vice President of Tencent Cloud, and Joannie Kwon, CEO of SKY addressed hundreds of developers and executives at the event as an introduction of Tencent Cloud’s gaming capabilities and services ahead of the G-STAR 2018 exhibition, also held in Busan.

“Tencent considers Korea an important market, with its advanced and highly competitive game sector”, said Dao Feng, Vice President of Tencent Cloud, “Tencent Cloud is committed to providing leading cloud services, enriched by its gaming know-how, for game developers and publishers in Korean and worldwide.”

In line with the exhibition’s theme, Connecting Players Around the World, the Tencent Cloud Korea Conference featured a wide range of capabilities and case studies to highlight its worldwide services, including Tencent Cloud’s global infrastructure, its network optimization, Internet information security protection, service interfaces and its Global Application Accelerate Platform (GAAP) developed to address common challenges on latency and network lag for game companies.

Tencent also introduced the experience in developing and operating its game business, including the breadth of its gaming ecosystem and its key capabilities in gaming solutions as supported by Tencent Cloud. Tencent Cloud’s global network of high-speed interconnection covers the vast majority of players around the world and provides 24×7 Full Path Control customer service.

Experts from Tencent Cloud gave in-depth introductions on key priorities for games, including reliable cloud migration solutions that enable seamless migration between servers, object-based storage, database, big data and other Tencent Cloud solutions.

The conference showcased Tencent Cloud’s strength in boosting the global expansion of its game business and international game companies. Tencent Cloud aims to enhance its customer and partner network in the global market.

 

About Tencent:

Tencent uses technology to enrich the lives of Internet users. Our social products Weixin and QQ link our users to a rich digital content catalogue including games, video, music and books. Our proprietary targeting technology helps advertisers reach out to hundreds of millions of consumers in China. Our infrastructure services including payment, security, cloud and artificial intelligence create differentiated offerings and support our partners’ business growth.

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