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Dividend policy and market, vr racing industry rapid development

by:Fuhua     2020-11-20

in recent years, along with the rapid development of game industry, has double properties e-sports games and sports is strength.

state sport general administration approved e-sports to formally to carry out the 79th sports in our country. International sports bureau set up a national team of 17 people events in Asia.

in the first half of 2016 the National Development and Reform Commission of the People's Republic of China ( Development and reform commission (NDRC) Clear post backed e-sports, the following is a notice: in order to promote residents' consumption to expand and upgrade, upgrading the industrial structure adjustment, to speed up the development momentum, strengthen the economic resilience, deployment in accordance with the relevant department under the State Council, National Development and Reform Commission (NDRC) formulated the 'about promoting consumption promoting transformation and upgrading of the action plan, among them 7 education culture information consumption innovation action mentioned in e-sport game recreational sports activities. Strengthen organization and coordination, supervision and administration, in the premise of protection of intellectual property rights and guide for teenagers, with enterprises as the main body, national or international e-sport game recreational sports activities.

the National Development and Reform Commission backed not only represents the state of electronic athletics project again positive recognition, more tournament held provided government support in writing. From once electronic heroin is not to be understood, the positive support, the official e-sports has really entered the golden age.

at present, domestic e-sports game of ecological industry chain in gradually formed. Since this year, the state general administration of sports on the support of e-sports industry continues to power. According to iresearch, domestic currently has 4. 0. 8 billion mobile game users, there are 56. 6% of e-sports contest hand play home willing to participate in mobile game, at the same time there are 42. 3% of the players said, interested in watch mobile tournament. In the age of the Internet entertainment, e-sports industry realizable pipelines. In addition to the tournament income, including tickets, surrounding, the raise and other users to pay and income generated from sponsorship, advertising, and other enterprises around the event, e-sports to derive income, including e-sports club and player, live events such as platform and the host of the industrial chain of income generated from the core link, also is very considerable.

but if you want to survive in this thriving e-sports market development space, e-sports games industry requires constant innovation, can use differentiation to stand out. E-sports tuyere, in order to catch the 2016 this year, the domestic and the emergence of a number of representative e-sports mode. E-sports activities in addition to the periodic competitions held the way, a more long-term and stable way have been industry started trying to offline theme pavilion mode.

with the domestic well-known body feeling technology brands & ndash; — Fuhua intelligent science and technology, for example, fuhua extend from hardware manufacturers to independent brand creation of offline experience pavilion, its launch in 2016, offline racing car library alliance is to create the first national car entertainment platform. Fuhua intelligent technology to offline racing across the country house layout mode, connecting the car competitive players, e-sports game hosting online simulation racing. This is offline traffic entrance with atletico theme pavilion, uninterrupted throughout the year of the professional sports competition, coupled with a complete system of honor, fair competition atmosphere of warm, abundant bonus prizes, fuhua intelligent technology to achieve the domestic the first successful attempt to racing sports pavilion, in just a few months, quickly into a number of large and medium-sized cities throughout the country.

e-sports level in today's China is already the world's first-class, both player and club professional level has reached the world level. In April this year, China's cultural entertainment industry association of CGL electronic games premier league start in Beijing, China will be held in 15 provinces throughout the country large-scale audition, bonuses totaled 3 million yuan. Organized by tencent, the electronic athletic competition across the wire will increase to 1. 5 million yuan this year's total. Related mobile tournament is in full swing. As China's state general administration of sports information center held its first national e-sports competition CMEG also decided.

under the signs can be foreseen, in the domestic, game players, traditional enterprise, live platform, game makers with a tournament party jointly promote the building of new ecological e-sports, has immeasurable potential, and believe that the future development will have infinite possibility!

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