The 3rd China Cyber Games Summit is scheduled to kick off in Beijing on May 30. Themed "E-sports·No boundary", this conference integrates the roles of forum, awarding ceremony, reports releasing and cooperation signing to explore the developing trend of the e-sport industry multidimensionally and omnidirectionally. After accumulation for over 3 years, the event has become the bellwether of the whole industry.
To be jointly launched by China National Cyber Games and Shanghai iResearch Co., Ltd at the summit, the "2019 China’s e-sports industry report" will cover various sectors including developing trend, scales of the market and users, industrial chain, industrial profiles, user surveys, professional tournaments and clubs, broadcasting and planning, as well as ecosystem and commercial value analysis.
The report, rooted from the new opportunities, new potentials, market competition monitors, marketing decision-making and refined management policies, will provide all-around supports on data and analysis and is expected to be a leading authority of the industry this year.
Besides, the E-sports narration, a high-end salon-style activity sponsored by China Association of Trade in Services, will cover multi sectors such as exports, digital entertainment, leisure sports, mind sports and educational training.
The activity, running once a month, has been successfully gone through the first 5 sessions and 100 panelists from General Administration of Sport of China, Ministry of Industry and Information Technology, CGIGC, Huawei, China Unicom, Li Ning, Mi Gu, PWC, Nielsen, China National Sports Group, Shougang Sport, CGA, Perfect World, GomeHoldings, Tencent Interactive Entertainment, JD E-sports, Workers’ Stadium, Bird’s Nest Stadium, RNG, Sina and other e-sports giants have been invited.
The summit will give midyear stocktaking of the e-sports industry and leading enterprises will also be invited to share their success stories and discuss new models of industrial development featuring topics on scenario construction of IP consumption, e-sports entertainment, commercialization of clubs and capital investment.
As the key words of this year’s summit are "cross-border -- symbiosis", some 200 companies from brands, capital, real estates, traditional sports and digital entertainment are planned to share new perspectives, new data, new trend. An industrial communication cooperation platform will be built to innovate the developing mode and ecologicalize the e-sports industry, for the new blueprint of the entire industry.
Invitations have been sent to 169 e-sports associations in 4 municipalities, 4 autonomous regions and 21 provinces, so as to optimize the allocation of e-sports resources and build a community on win-win cooperation, to further create a brand new e-sports industrial ecology.
The e-sports industry has embraced new opportunities in 2019, however, the development of its chain is still unbalanced and immature, especially the personal development strategies. The unsmooth communication among policies, universities, associations and enterprises has led to the weak link between production and education and the unbalance between supply and demand of talents.
This conference will revitalize the nationwide talents resources by building a e-sports talent pool, gather all the positive talent policies and get through the information channel both online and offline, which will help solve the current social issues such as high-cost recruitment, low talent matching, single employment channel and obstructed communication.