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The current situation and future development of e-sports club in China and Finland

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The current situation and future development of e-sports club in China and Finland

Electronic sports is a new form of sports, containing unlimited potential. With the popularity of personal computers and the expansion of network coverage, they are becoming more and more popular all over the world. Through the rapid growth of e-sports in recent years, forming a virtuous circle of industrial chain. However, compared with Finland, China, a country with strong traditional ideology, still encounters a lot of resistance, which requires people to deeply understand that it is not only a sport, but also a new growth point of modern economy. The purpose of this thesis is to study the factors that influence the development of e-sports clubs. First, through in-depth analysis of each representative e-sports club, ENCE e-sports club (Finland) and SMG e-sports club (China, TEAM 17 E-sports Club) history, current situation and future development planning. Second, the research focuses on the influence of sponsors, competition bonuses, commercial activities and peripheral income (live broadcast, offline activities and derivative products) on the development of e-sports clubs, and makes a comparison with the development of traditional sports clubs. The main research methods include secondary data, data analysis, SWOT analysis, qualitative analysis and literature research. The key factors for the slow development of China's e-sports industry are the lack of highly international vision, lack of clear policies, low level of game education, and loose industrial ties. The advantages of SMG E-sports club are star players and "E-sports + music". The disadvantage is that there are not enough competitive events and the quality of players is not high. The opportunity is to diversify international events and business models. The threat is vicious competition in the industry and unclear policies. The key factors for the rapid development of Finnish e-sports industry are highly international vision, strong government support, high-level game education and close industrial ties. The advantages of the end E-sports club are star players, stable capital chain and its own club culture. The disadvantage is that there are not enough competitive events. Opportunities are clear policies, large market capacity and diversified business models. The threat is vicious competition in the industry.

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