Chapter 340 (1/2)
Back in the studio, Chen Mo received an internal material from Bai Shunhua.
This is a research report written by Bai Shunhua after her visit to foreign countries last year. It is only for the internal staff of Mg E-sports club to refer to. It analyzes the current development status of the game industry in various countries in detail.
Bai Shunhua tells Chen Mo again and again, just look at it for yourself, don't spread it outside.
Chen Mo's identity is quite special, not a person in the e-sports industry, but as the designer of the hero League, he has a great help to the Mg E-sports club, so Bai Shunhua is kind of a compliment.
However, in Chen Mo's view, the internal materials are not so precious. After all, foreign E-sports clubs will not run for a long time. As long as domestic clubs are willing to spend money to investigate, such internal materials can be written out.
Chen Mo has a general look.
The overseas e-sports industry is basically similar to that of previous generations. The development of the United States, Europe and South Korea is good, with a good foundation. There are several old clubs.
Of course, like previous generations, South Korea in the parallel world is also in the forefront of the world in terms of e-Competition system.
The concept of ”front line” does not mean achievement, after all, no matter how powerful the e-sports industry is, it is impossible to dominate all types of games.
In terms of the results of e-Competition, ”Legion conquest” has completely become a game project dominated by South Korea, while in some FPS games, Europe and the United States slightly suppressed South Korea.
There is a special case of ”world of Warcraft”, the best player in the national service, followed by the Korean service, and then the European service. This has something to do with the fact that Warcraft was first launched on the national service, with many players, perfect TIANTI and early start.
In terms of achievements, Korean E-sports in the parallel world is far less dominant than in the past, and it also has many projects that can not be supported, but its professionalism is almost the same as that in the past, which means that it still has great potential.
When the e-sports clubs in China and Europe and the United States are still fighting each other, South Korea already has an E-sports Association and a perfect competition operation system, as well as standardized management of players.
The combination of national cultural tendency, upper level support, social identity, professional management, standardized events and other factors has always maintained the vigorous vitality of Korean E-sports projects.
The president of the Korea E-sports association is a member of Congress. His responsibility is to fight for the position of E-sports in Congress, such as TV broadcasting channels, national popularization, etc. The vice presidents of the association are all senior representatives of the enterprise and do not participate in the management, but they also have a very significant influence.
The establishment of a professional club belongs to the market investment behavior of an enterprise, not the individual behavior of the boss. The managers of the club are all employees of the enterprise, not just employees of an E-sports club.
This mode is to provide a guarantee for all players and employees. If an enterprise abandons the e-sports club, these E-sports players are still employees of the company. The company must protect their work interests, and even if they are laid off, they must follow the relevant procedures according to the labor law.
Therefore, some second tier teams in South Korea still exist and persist even if they can't make achievements.
In fact, Korean E-sports has completely separated from the category of playing games. Its only purpose is to win the championship, which is a very stressful job.
Professionalization is profit-making. If they don't win the championship, they will even give up a game project and put all the resources into the project that is easier to rule.