CHENGDU, Dec. 21 (NBD) -- The recently concluded 2016 World Cyber Arena (WCA) finals attracted 200 million views globally and drew a total of 1.7 billion views together with its three competition seasons throughout this year.
WCA is one of the premier organizers of global e-sports events.
The pursuit of capitals shifts from online broadcast earlier to e-sports events. Last October, 17 Chinese companies including Hero Entertainment and Panda TV announced to establish Mobile E-sports Alliance. Tencent Interactive Entertainment recently set up its e-sports business unit.
Global e-sports industry embraced rapid expansion in 2015. It is estimated that the current market scale reaches 3.25 billion US dollars, an increase of 67.4% year-on-year. Registered competitions globally amounts to 4,291 with 12,312 active players competing for bonus of 64.55 million US dollars.
China contributes 15% global e-sports market share. Li Yanfei, the WCA vice-president said, China may host the most yet not the best competitions across the world. Li added, South Korea has a better control over e-sports event and competition organizers are more skilled in IP operation. But events in China now stand at a stage waiting for qualitative changes from quantitative changes.
Boasting the biggest market share and sufficient capital, China's e-sports industry is likely to witness transition in the coming year.