IG has won a strong competitive advantage in the underdog competition.

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 IG has won a strong competitive advantage in the underdog competition.


Was your friend circle cleaned by iG last night?

Whether you are the middle-aged and old people who joined the post-90s 85 of the Brushing Screen Flow, or who do not understand what happened. Lets see why young people cheer. Lets revisit the passion of youth together, and the ecstasy of those unintelligible young people and now, getting the right name at this moment, as well as the sunrise projected therein. The competitive electric industry chain of the education project has been underestimated but new and huge investment opportunities.

Author: Zhang Tianlun

IG wins the world cup for the game players equivalent to the national football team.

On Nov. 3, 2018, as the iG team defeated the FNC team in the 2018 Heroes League World Finals (the eighth season, therefore called the S8) championship contest with a 3-0 record, countless people took a breath of relief at this moment, which has lasted for eight years. In the 7 global finals of the previous year, the LPL team did not win the championship. For e-sports, there is no achievement, even breathing is wrong.

Now the iG team won the championship successfully, which not only swept away the haze of the past, but also aroused the passion of many electronic game players who have been deeply buried in their hearts. Although many veteran players are now difficult to open the games client for various reasons, when they see iG win the championship, they will still think of the smoky Internet cafe that year and the scene of spattering with their partners when they open the dark.

The excitement of the players has been reflected vividly in the circle of friends and micro-blog, which has attracted all the major official media to share this joy.

And the response of the hostess aunt seems to be more expressive of the iG championship, for the young generation of hero league players of great significance.

Before iG won the championship, LPL was like the Chinese mens football team. It was difficult to perform well in the heroic League global finals. For example, I can do it myself, after all, 3-0 and other slogans were once too much for professional players who loved the hero League to look up. Now, the long-awaited victory has washed everything back. As a brand-new sports project and industry, E-sports has further established its legitimacy in China.

For those who dont play games, it can be imagined that the feeling of iG winning the World Cup is like that of Chinese mens football team entering the World Cup in 2002 and even holding the World Cup of Hercules. It is so memorable.

The success of the iG team, in addition to the efforts of six players, can not be separated from the support of one person, that is, Wang Sicong, known as Principal Wang.

At the age of Wang Sicong: hobbies as a career, side assists family wealth

After iG won the title, Wang Sicong sent a micro-blog to micro-blog hot search instantly.

As a big BOSS and retired player of iG club, Wang Sicong has poured a lot of effort into the competition industry.

In August 2011, Wang Sicong bought the CCM, the first line competition club in China, and founded the IG club. At the beginning of the formation of the team, most people thought it might be playing tickets, but one year after the club was established, the DOTA2 division of the iG club won the championship in the DOTA2 International Invitational Tournament (TI). This champion is also the first champion of the Chinese team in the TI arena. It is worth mentioning that the gold content of TI is comparable to that of todays LOL division.

In July 2015, Wang Sicong set up Shanghai Panda Mutual Entertainment Culture Co., Ltd. and launched Panda TV in September of that year to enter the live broadcasting market. In the same period, with 50 million yuan to share in the hero mutual entertainment, he set up banana games, and joined forces with 17 game enterprises such as Kunlun Wanwei (300 418) to establish the China Mobile Electric Competition Alliance.

With the success of iG in S8, time has helped Wang Sicong to prove that he is serious about e-sports. In the brand value list of Chinas E-sports clubs launched by Sports Weekly in 2017, iG clubs ranked second with the value of 13.97 million yuan.

After seven years of struggling in the electronics industry, Wang Sicong has gained achievements and fame. Of course, there is still a long way to go before he can become the richest wealth of his fathers generation. According to the calculation of New Wealth, Wang Sicongs total assets exceeded 6 billion yuan at the peak of 2016 and 2017, but most of them came from the nearly 2% equity of Wanda Group and the original shares of Wanda Courtyard. The contribution of Pusi Capital, an investment platform controlled by Wang Sicong, is still growing.

Wang Sicong, who was born in 1988, has entered the beginning of this year. On Jan. 3 this year, he complained angrily on Weibo that he had been purchased for shelling bullets on his birthday. The micro-blog won 800 thousand praise, more than 80 thousand forwarding, nearly 130 thousand comments. As the entertainment industry Discipline Inspection Committee, Wang Sicong made his debut, played Jingdong, depreciated Zhang Lan, and publicly taunted Alipay...... The crowd was so addicted to tearing, it attracted countless girls from the north and south of the river to show their love on micro-blog, and he preferred to call himself widowed, low-key net red king, each label was full of irony.

Wang Sicong, who graduated from the Philosophy Department of University College London (UCL), does not take the unusual path in his career. His own investment platform, Puth Capital, is called Prometheus in English. It is derived from Prometheus, the Greek God of wisdom, and allegedly implies foresight. Pusi Capitals official website calls itself the first 500 million yuan RMB fund. From the very beginning, it declared that it would not touch the familys real estate, and its layout also tended to the new trend of pan-entertainment. Heroesmutual entertainment, net fish cafe, fun games, live game broadcasting and coin-scattering conferences all showed its investment traces. Although these formats are still independent of Wanda Cultural Group, because they belong to the growing emerging industries, Wang Sicongs layout has become a sideline assistant to increase family wealth in Wandas transformation.

There are many similarities between Wang Sicong and Wang Jianlin. Wang Jianlin loves football and Wang Sicong loves video games. The differences between fathers and sons hobbies appear in countless families in China. In the future, whether Wang Sicong can make more waves in the electric business industry is worth looking forward to.

In the era of sports competition, the user is 430 million, the scale is 800 million dollars, and the income growth potential ranks first.

In the era when Wang Sicong entered the main competitive industry, e-sports, such as spiritual opium, was hostile to many people. Professional players in the industry earned very little. Insufficient food and sleeping were normal for the electricians at that time. Wang Sicongs entry can be said to be the beginning of the integration of the competitive industry, which has undergone tremendous changes in the following seven years.

According to gamma data, Chinas E-sports market will reach 77.28 billion yuan in 2017, 88.7 billion yuan in 2018 and 430 million users in 2018. The number of viewers of top-level electric competitions exceeds the number of viewers of NBA finals. The commercial value of electric competitions with sports genes is becoming more and more prominent. According to the China Competition Industry Report 2017, China accounts for more than half of the 335 million competing users worldwide.

According to the disclosure issued by PricewaterhouseCoopers in 2018, after weighted scoring of various sports items, E-sports ranked first in the potential of income growth with an advantage of nearly 20 points ahead of the second-place football. According to PricewaterhouseCoopersforecast, the global scale of e-sports industry will reach 805 million US dollars in 2018, an increase of 29.8% over the previous year; by 2022, the total scale of e-sports industry will reach 1.58 billion US dollars: among them, business sponsorship income ranks first, contributing 500 million US dollars, accounting for 31.7%; media copyright contributes 449 million US dollars, accounting for 1.58 billion US dollars. A significant increase to 28.4%; streaming media advertising contributed 316 million dollars, accounting for 20%.

With the upgrading of the value of the electronic competition industry, E-sports are more and more recognized by people.

On September 2, 2018, the Jakarta Asian Games ended. For the first time, electronic athletics was selected as an exhibition event in this Asian Games. There were six events in the competition, namely, The League of Heroes, Glory of the King, Royal War, Starcraft II, Hearthstone Legend and Live Football 2018. The Chinese team participated in the three events of The Alliance of Heroes, The Glory of the King and The Royal War, and achieved two gold and one silver results.

On April 17, 2017, E-sport was accepted as the official event of Hangzhou Asian Games in 2022. The era of E-sport has come.

As the dominant player in Chinas game industry, Tencent Holdings (00700.HK) mentioned in June 2017 that Chinas electronic competition has ushered in an important new starting point. As the ecological environment of Chinas electronic competition industry has become more and more three-dimensional, full and perfect, Chinas electronic competition is ushering in the golden five years. At the same time, Tencent has also issued a five-year plan for electronic competitions, which includes four aspects: the overall development of electric competitions, education system, industrial parks and industry norms. On behalf of the competitions, there are KPL and LPL. In 2017, the two top domestic electric competitions won more than 10 billion tournaments, and this year, Russia won the bid. In the World Cup, the audience of CCTV World Cup related content reached 27.849 billion people on its own platform, and the commercial value of electric competitions is getting higher and higher.

Figure 1: Tencents competitive industry layout

Source: Penguin Zhi Chi, Tianfeng Securities Research Institute

On August 26, Valve Software (V) announced that TI9, DOTA2s largest electric competition, will be transferred to Shanghai and will be fully assisted by the Perfect World, which is currently the highest prize-winning event in the world. At that time, this is another feast for the players.

Table 1: total amount and venue of TI awards in previous years

Source: DOTA2 official website, Tianfeng Securities Research Institute; Note: After TI3, using the basic bonus + crowdsourcing mode, the competition bonus increased rapidly.

What investment opportunities will be underestimated in the future competitive industry chain?

With the screen-brushing effect of iG championship on various platforms, the future electronic competition ecology will certainly attract the attention of many investors.

Guangzheng Hangsheng pointed out that domestic electric competition has gone through three stages of development: immature stage relying on sponsorship, outbreak stage promoted by game manufacturers, and mature stage of sports-oriented electric competition. Since the end of 2015, more and more game manufacturers have separated the electronic competition from the game department. To a certain extent, the separation of the electronic competition and the game has been realized. The electronic competition has begun to separate from the game and become an independent sporting event.

Fig. 2: sports competition is the mature stage of the competition industry.

Source: Yi Guan think tank, Guang Heng Hang Seng

According to the research of Anxin international, ECM includes the following main dimensions:

1) Content Provision - including tournaments (leagues, major tournaments), clubs (teams, professional players, managers), game providers (developers, distributors, operators), the three cooperate to complete the electronic content provision;

2) Content Channel - mainly refers to the traditional media and new media platform, both of which jointly complete the work of content dissemination of electronic competition;

3) content reception - the main body is the competition fans group, that is, the final user of the content.

4) Advertisers - closely combined with the three dimensions of competitive ecology, are mainly divided into two forms: event sponsorship and advertising.

In terms of business liquidation, the current electronic game liquidation (revenue) dominates. It is expected that the future non-electronic game liquidation (revenue derived from electronic competition and revenue from electronic competition) based on the profitability of electronic competition itself will achieve rapid development in the two areas of competition and live game broadcasting, and there will be broad space for future development.

It can be said that from traffic to liquidity, the competitive industry is slowly maturing, and HUYA. NYSE, which is famous for live game broadcasting, went to the United States for listing, which is also a major symbol of the development of the competitive industry.

Tiger tooth prospectus shows that as of March 31, 2018, its total revenue in the first quarter was 846 million yuan, compared with 399 million yuan in the same period last year, an increase of 111% over the same period last year; specifically, in business, the revenue of live broadcasting was 793 million yuan. In the majority of live broadcast content of tiger tooth, the live broadcast accounts for a large proportion. In addition to Wang Sicongs panda TV, live broadcasting platforms like Tigers Tooth are also active in the life of video game players, such as fighting fish and firecat. In addition to the live broadcasting platform, there are also many companies related to the competition industry, which deserve investors attention. Tianfeng Securities believes that the commercial value of the competition industry chain with the core of the competition event has been underestimated, and long-term prospects for the development of Chinas competition industry. It is suggested to pay attention to Tencent, Netease (NTES. NSDQ), Perfect World (002624) and other companies in the deep layout of the competition industry. Source: New Fortune magazine editor: Yao Liwei _NT6056

Tiger tooth prospectus shows that as of March 31, 2018, its total revenue in the first quarter was 846 million yuan, compared with 399 million yuan in the same period last year, an increase of 111% over the same period last year; specifically, in business, the revenue of live broadcasting was 793 million yuan. In the majority of live broadcast content of tiger tooth, the live broadcast accounts for a large proportion. In addition to Wang Sicongs panda TV, live broadcasting platforms like Tigers Tooth are also active in the life of video game players, such as fighting fish and firecat.

In addition to the live broadcasting platform, there are also many companies related to the competition industry, which deserve investors attention. Tianfeng Securities believes that the commercial value of the competition industry chain with the core of the competition event has been underestimated, and long-term prospects for the development of Chinas competition industry. It is suggested to pay attention to Tencent, Netease (NTES. NSDQ), Perfect World (002624) and other companies in the deep layout of the competition industry.