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艾媒咨询|2022年中国电子竞技用户行为研究报告
iiMedia Research(艾媒咨询)数据显示, 中国电竞市场规模呈上升趋势,预计2022年达1843.3亿元。在2021年电竞入亚和英雄联盟总决赛夺冠背景下,电子竞技关注度空前高涨,得到了社会更多的认可,这将为电竞行业未来新一轮的增长带来助力。随着电子竞技赛事的不断丰富和成熟,电竞产业将进一步凸显IP内容价值,逐步融入泛娱乐生态。电竞相关的文化类产品层出不穷,均有破圈之势,相信将形成更广泛的影响效应。
According to iiMedia Research, the scale of China's E-sports market is on the rise and is expected to reach 184.33 billion yuan in 2022. Under the background of E-sports entering Asia and winning the championship of hero League finals in 2021, the attention of E-sports is unprecedented and has been more recognized by the society, which will help the e-sports industry to grow in a new round in the future. With the continuous enrichment and maturity of E-sports events, the e-sports industry will further highlight the value of IP content and gradually integrate into the pan entertainment ecology. E-sports related cultural products emerge in endlessly, with the potential to break the circle. It is believed that they will form a broader impact effect. -
艾媒咨询|2021年中国网络游戏企业社会责任感专题报告
本报告研究涉及企业/品牌/案例:多益网络,腾讯游戏,三七互娱
iiMedia Research (艾媒咨询)数据显示,2020年中国移动游戏市场规模超过1850亿元,较2019年增长11.4%。相较于客户端游戏,移动游戏的设备门槛低,且拥有易携带、操作便捷等优势,在新冠疫情的影响下,移动游戏的发展潜力被充分激发,带动游戏行业规模进一步扩大。近年来,中国游戏企业都更加重视企业形象和社会责任,在腾讯游戏、多益网络、三七互娱等头部企业带领下,不少游戏企业都纷纷通过多个维度履行社会责任,为提高游戏行业社会形象作出了自己的贡献。
According to iimedia research, the scale of China's mobile game market exceeded 185 billion yuan in 2020, an increase of 11.4% over 2019. Compared to the client game, mobile game equipment threshold is low, and has the advantages of easy to carry, convenient operation and so on. Under the influence of COVID-19, the development potential of mobile games has been fully stimulated, and the scale of the game industry has been further expanded. In recent years, Chinese game enterprises have paid more attention to corporate image and social responsibility. Under the leadership of head enterprises such as Tencent games, Duoyi network and Panax notoginseng mutual entertainment, many game enterprises have fulfilled their social responsibilities through multiple dimensions and made their own contributions to improving the social image of the game industry.
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