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E-sports + education: develop e-sports culture in colleges and universities, and give professional talents a new definition

2021-08-10 管理员 Read 381

E-sports is slowly entering university education, behind which is the emerging industry market changes.

According to figures from market research and statistical agencies, in 2016, China’s overall e-sports user scale has reached 100 million, and the market size has exceeded 50.4 billion. Increase at a faster rate.

The game industry, including the e-sports industry, has maintained rapid growth in recent years.

According to the "China Game Industry Report 2020" released by the Game Working Committee of the China Music and Digital Association, in 2020, the number of game users in my country will exceed 660 million, and the actual sales revenue of the Chinese game market will be 278.687 billion, a year-on-year increase of 20.71%, maintaining rapid growth. The report pointed out that in 2020, the actual market sales revenue of Chinese e-sports games in the game industry was 136.557 billion yuan, an increase of 41.83 billion yuan from 2019, a year-on-year increase of 44.16%; the number of Chinese e-sports game users reached 488 million. A year-on-year increase of 9.65%, the number of users maintained a steady growth.


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