2023 has come to an end, and the esports market has handed over its latest report card: the number of users has increased to 48.8 billion people, compared with the scale of netizen users in 2023 10From the perspective of 7.9 billion people, e-sports is showing a trend of mainstreaming, and the industry ecology is initially formed. Data shows that in the past five years, the global esports audience has rapidly increased from 33.5 billion to 53.2 billion, an increase of about 60%, and the highest peak number of overseas ** in the championship and runner-up competition on S13 reached 6.4 million, becoming the highest rated game in the history of e-sports, and the domestic ** situation can be calculated in units of 100 million. In terms of copyright monetization, the e-sports industry has also begun to develop multi-module commercial value such as ticketing economy, advertising sponsorship, content copyright, and peripheral derivatives. Industry insiders pointed out that in the future, the copyright resources of the e-sports industry will form a more complex and close cooperation network on a global scale to achieve all-round and multi-level content dissemination and commercial operation.
*Benchmarked against CBA
Not long ago, in the S13 field, 3 LPL teams entered the semi-finals, and the night of champions also attracted the attention of a large number of e-sports fans. Including the League of Legends client, Handheld League of Legends, League of Legends official website, Tencent**, Huya, Weibo, Station B and other multi-platform watchable games, up to now, the number of live broadcasts and replays of the championship and runner-up battle on the Weibo platform has exceeded 1500 million times, and the number of playbacks of station B reached nearly 5 million times.
According to the 2023 China E-sports Industry Report, the actual revenue of China's e-sports industry in 2023 will reach 263500 million yuan. In terms of revenue composition, e-sports content live streaming revenue accounted for the highest proportion, reaching 8087%, the proportion of event income, club income, and other income is respectively. 12%。
At the same time, the scale of e-sports users has maintained a growth momentum, and the scale of e-sports users in China has reached 48.8 billion people. The popularity of the industry is increasing day by day, and the copyright of the event has also become a popular resource among leading manufacturers.
If the event copyright of traditional sports is benchmarked**, the transaction price of e-sports has not fallen behind. According to the report of "Southern ***", the current LPL League, LDL League, LPL All-Star Weekend and award ceremonies related to the use of content resources (live broadcast rights and on-demand rights) and the right to transfer these rights to third parties were obtained by Huya with a transaction volume of more than 2 billion yuan, which refreshed the copyright of the e-sports circle. According to incomplete statistics from a reporter from Beijing Business Daily, the CBA's five-year copyright contract is 2 billion yuan, the NBA's five-year exclusive copyright is about 10.5 billion yuan, and the Super League's copyright ** is 11 billion yuan for ten years.
No technology, no e-sports" has become the consensus of the current development of the e-sports industry. The relevant person in charge of Perfect World pointed out that the e-sports industry has a more obvious trend of integration. E-sports has not only become the best testing ground for technology, promoting the integration and development of e-sports and technology, but also promoting mutual cooperation between China and foreign countries in the fields of game development, event participation, content production and commercial sponsorship.
Competition and win-win.
With the increase in the size of the e-sports fan group, the operation of e-sports copyright resources has gradually taken on more forms. Gao Jia, an investment analyst, pointed out that "the focus of the e-sports industry is gradually expanding from the cultural and creative industry to the service industry and other fields, which is reflected in the popular e-sports peripheral products and the growing market scale of e-sports hotels. Cross-border integration has enriched the social and entertainment aspects of e-sports, but there is still room for growth in the innovation of leapfrog development, which needs to be explored by all parties, and the traditional sports industry has experience in integrating and developing with other industries as a reference."
From classical sports to modern sports, the weight of the concept of 'intellectual property' is increasing, and even the reason why modern sports can develop a professional sports industry is, in the final analysis, because intellectual property rights are increasingly protected. The relevant person in charge of Tencent e-sports said that the future of the e-sports industry lies in the joint promotion of three forces: e-sports project intellectual property providers + content creators and disseminators + users.
In the view of Sun Yu, an observer of the sports industry, "although the competition and operation of copyright resources between e-sports and traditional sports are different ways to play, with the deepening of the degree of sports of e-sports, coupled with the continuous heating of the industry itself, there is no doubt that the situation of fierce competition among leading enterprises to grab the big cake will appear." However, from a macro point of view, it has also promoted the further innovation of the main business model of e-sports, which is a win-win situation for e-sports-related enterprises and enterprises in multiple fields."
Copyright protection is still an exam topic.
With the rapid development of game technology, relying on a huge user and fan base, the e-sports industry has become more and more prominent in the game industry chain.
With the rapid development of game and Internet technology, relying on a huge user base, e-sports has shown an increasingly prominent industrial influence in the game industry. In the view of the relevant person in charge of Tencent E-sports, "it can be said that E-sports has gradually evolved from a game marketing method to an independent emerging industry with great potential." This kind of development has three main labels: the maturity of the business model with copyright as the axis, the improvement of the supporting talent training system, and the gradual expansion of the related industry circle of e-sports, which have begun to reflect the radiation and driving value in a wider scope."
At the same time as the professional league was hot, e-sports completed the official competition and debuted at the Hangzhou Asian Games, and the subsequent global finals started one after another, and the popularity of the event continued to rise. Behind the commercial value of the e-sports industry, its benign and healthy development also depends on the relevant copyright risk prevention and control management.
Whether it is sports or industrial development, it is inseparable from standardization and standardization, and the same is true for e-sports. The relevant person in charge of Tencent e-sports said that because of the close relationship between e-sports and intellectual property rights, e-sports can always maintain a high speed of refresh in terms of content.
However, as the industry matures and the audience expands, the development of esports has revealed more details that need to be refined and defined. "The coverage of 'normalization and standardization' is very large, and it is not limited to the holding of high-quality events. The person in charge further pointed out that including products, event content copyright management and ecological co-construction, among which, event content copyright management is one of the chassis of the current business model of the e-sports industry, and ecological co-construction covers clubs, sponsors, players and other industrial supporting construction.
Beijing Business Daily reporter Lu Yang Han Xinyuan.