Game industry chain: game live broadcast/game accompany play/e-sports

Game live

The game live broadcast industry has been under turmoil recently. First Huya merged with Douyu, and then Penguin Gaming acquired Huya. Tencent dominates the world.
Insert picture description here

No way, half of the popular games are copyrights of Tencent, and other players are not in the same order of magnitude as Tencent. Take advantage of the peak, sell a good price, save time to be harvested by Tencent.
Insert picture description here

Speaking of the game live broadcast industry, we have to start with YY. YY entered the field of game forums and portals in the early days and was not very successful. Later, the voice instant messaging tool YY was launched with great success. Then I found that many users used YY to perform singing, so they started the live broadcast business. Suddenly, it became the best in live performances. Later in 2012, the game live broadcast was launched, which is still very popular.
Insert picture description here

In 2014, Douyu was established, imitating Twitch, and changed the past model of "installing software-registering an account-looking for a channel-looking for the host's room to watch the live broadcast", and presented it in a web-based way, which is simple and intuitive, and it is YY Change the mode, live the game independently, set up Huya, and fight fish. Tencent subsequently established Penguin E-sports in 2016 and entered the battle group.

Then came the live broadcast battle in 2016. The game live broadcast has been played until 2020, and the winner is finally determined. I thought it would be the end of Didi Kuaidi, but Huya merged with Douyu. Unexpectedly, the praying mantis will catch the cicadas, and the oriole will be behind, and Tencent will acquire Huya and dominate the arena. Other players' tentacles, dragon balls, battle flags, etc. are all marginalized.
Insert picture description here

In recent news, Huanju Times also sold YY Live to Baidu. What is left of the happy time? The answer is overseas markets. The live broadcast platform Bigo Live and the short video application Likee account for a considerable share of the world.

Twitch, the originator of foreign game live broadcasts, sold to Amazon in 2014 for US$970 million. It is still the overlord of global game live broadcast. As for the profit model, Twitch is similar to Youtube and mainly relies on advertising. Domestic live broadcast websites mainly rely on gifts and rewards, and the platform is divided. According to third-party statistics, there are more than 300 million game live broadcast users (I express serious doubts, it is no wonder that Muddy Waters will be short YY). Huya has more than 30 million monthly MAUs, and Douyu has more than 20 million. The total market size is more than 20 billion, and Huya and Douyu account for more than 80% of the market.

Play with games

Playing with games is the industry closest to hormones. Even the professional title is particularly grounded. For example: Boss, refers to paying users. Accompanying refers to the person who accompanies the game. How does it sound like KTV?

It's not surprising that the major accompany platforms are exposed and fined every three times because they involve pornographic transactions, which is almost no news. Even the number one player compares his heart.

Bixin is a accompaniment APP hatched by Wangyu Internet Cafe. It was launched in 2014. It was first called Yubaobao and later changed its name to Bixin. The rich second-generation son of the richest man Wang is an investor. It now claims to have 40 million users. The current mode is mainly online accompany play. Previously there were offline accompaniment, voice actor services (to sleep, wake up, accompany chat), psychological counseling, virtual lovers, offline karaoke and other functions, but later all went offline. It has basically become a relatively pure trading platform.

After 16 years, with the rapid advancement of the e-sports industry, more and more players have poured into the accompaniment industry, such as raging chicken e-sports, lunar dog, hunting, TT voice, master e-sports, blade e-sports, Pippi and others entered the battle group one after another. Later, Huya, Douyu, and Tmall games also ended directly.
Insert picture description here

On the supply side, there are mainly two types of groups:

1. Game masters : These groups are generally active or potential professional team youth training players, game broadcasters, etc.

2. Accompanying : These groups generally rely on voice, or part-time college students. Mostly women. According to Bixin’s official statement, there are more and more suppliers below the third and fourth tier cities. Moreover, platforms such as Huya and Douyu do not have transactions with individuals, but need to join the guild first. The guild has to draw money among them. That's why Bulky E-sports has launched a many-to-many gameplay of driving a black team (multiple bosses and multiple escorts form a team) to keep prices down.

On the demand side, there are also two types of groups:

1. Game attributes : The technology is average, but there is a clear demand for the game result, which really improves the level of the game. In terms of payment ability, it can be divided into two sub-categories: cost-effectiveness and efficiency. At the same time, such users may be transformed into a supply side.

2. Entertainment attributes : Pay attention to the experience process, the spiritual appeal is greater than the game appeal, the ability to pay is strong, and the appeal outside the game is relatively high.

Although the escort market claims to have a potential value of tens of billions, I am more skeptical. Just a simple trading platform, lack of core competitiveness, no stickiness, and be killed every minute. Because if it is a long-term cooperation between a certain user and a certain companion, you can completely skip the platform and trade on your own. Other platforms compete at low prices, and it is easy to rely on more money to kill you. And the business model is not closed-loop, too single. The game publisher does not support it, because it will make the game out of balance.

The point that can be broken through is either to expand to the social field (this road is not easy, it is too close to pornography, the heart has failed, and the chicken has failed. But the market always exists), or to the community/forum field Expansion, forming a circle like Xiaohongshu, Station B, and Tianya, or like discarding, assisting game manufacturers to achieve a closed loop of user traffic. Otherwise, it can only be a small market that complements the entire game industry.

E-sports

In the early e-sports industry, there was the so-called three major events in the world. WCG, CPL, ESWC. But in fact, it has long been yesterday's yellow flower, but it hasn't completely died yet.

Insert picture description here
WCG (World Cyber ​​Games) World Cyber ​​Games, founded in 2000, was once the most influential e-sports event in the world, known as the e-sports Olympics. Back then, the Warcraft and StarCraft events were infinitely beautiful, and the first Chinese e-sports player SKY Li Xiaofeng was also crowned emperor in WCG. Discontinued in 2014. It will restart in 2019, but its influence is not as good as before.

CPL (Cyberathelete Professional League) professional e-sports league, founded in the United States in 1997, announced its suspension in 2008. It was re-organized several times afterwards, but the thunder and the rain were small.

ESWC (Electric Sports World Cup) was founded in France in 1998. In 2018, the host company declared bankruptcy.

Why are the three major comprehensive events going to decline? Because of the money. In the early days, the strength of various individual events was not strong enough. Therefore, relying on comprehensive events to expand their influence and expand the market. When the influence of individual events is large enough, Li Daitao Zheng has organized his own events, such as Blizzard, LOL, and DOTA2. Comprehensive events have no place to stand. It's like the Olympics. Only some small events take the Olympics seriously. For example, football, basketball, F1, boxing, and other sports that are well professionalized, they don't take the Olympics seriously. Sponsors, like Samsung, when you see that you have no audience, they are naturally reluctant to pay. As a result, the comprehensive events have been cold.

Now what is really hot are various individual events, such as LOL’s S series, DOTA2’s TI game, and Blizzard’s various competitions. Most of them are organized by game companies themselves.

The S series, the full name of the League of Legends World Champion, is the League of Legends World Champion. It started to be held in 11 years. There are currently 12 divisions and leagues around the world, namely the Chinese mainland LPL (League of Legends Pro League), South Korea LCK, and European LEC. , North America LCS, CIS LCL, Brazil CBLOL, Southeast Asia PCS, Latin America LLA, Turkey TCL, Oceania OPL, Japan LJL, Vietnam VCS.
The Source: web games http://www.laoshoucun.com/ page travel network.

In addition to the S series, the League of Legends also has the League of Legends All-star Event and the League of Legends Mid-Season Invitational, which are also known as the three major LOL events.
Insert picture description here

The TI tournament, the full name of The International DOTA2 Championships, the Dota 2 International Invitational, was founded in 11 years and is the world's highest prize money e-sports tournament, with a total prize money of up to 20 million US dollars.

GSL, the full name of the Global StarCraft2 League, is the Global StarCraft 2 League. It was founded in South Korea in 2010. It was founded by South Korea’s GomTV TV station and later taken over by AfreecaTV. It has now developed into the most competitive StarCraft 2 game.

WCS year-end finals, the full name of World Champaion of StarCraft2, the finals of all kinds of StarCraft 2 events. King of Star King.

In addition, the more influential events are:

1. KPL (King Pro League) , the professional league of the glory of the king, is the highest official professional competition. The whole year is divided into two seasons, the spring season and the autumn season. Each season is divided into three parts: regular season, playoffs and finals.

2. CFS (Crossfire Stars) , Crossfire World Tournament.

3. EPC (Emperor Penguin Champion) , PlayerUnknown's Battlegrounds Challenge.

4. TGA (Tencent Global Esport Arena) , Tencent Esports Games, a series of events organized by Tencent. King of Glory, League of Legends, Cross Fire, QQ Speed, etc. will all participate.

Guess you like

Origin blog.csdn.net/weixin_52308504/article/details/111645328