Maximum funding of 10 million yuan!Shenzhen entered the "International E -sports Capital" construction competition
Author:Huaxia Times Time:2022.09.27
China Times (chinatimes.net.cn) reporter Ge Aifeng, a reporter from Hu Mengran, Shenzhen report
In the competition of the "International E -sports Capital", Shenzhen also joined it.
On September 23, the Shenzhen Culture, Radio, Television Tourism and Sports Bureau issued the "Several Measures for the Construction of International E -sports Capitals (Draft for Opinions)" (hereinafter referred to as "Measures"), which proposed that Shenzhen would be created as leading Guangdong, Hong Kong, Macao, Bay Area, radiation nationwide, and world -oriented international e -sports capital.
It is worth noting that a series of funding measures are proposed in the "Measures", including the highest one -time funding is e -sports venues: the professional venues that have been established, reconstructed, and organized by eligible conditions to meet the corresponding requirements, according to the total total requirements, according to the total total requirements Investment within 30%, up to 10 million yuan standards will be given one -time funding; the newly introduced domestic and foreign leading enterprises or related institutions will be given a one -time maximum of 5 million yuan; The e -sports professional club of the top professional leagues in the country will give a maximum funding of 2 million yuan per season; if the results are excellent, the maximum of 5 million yuan can be given according to the project category, influence and ranking.
In response, Zhang Shule, the critic of the Internet and the game industry, told the reporter of "Huaxia Times" that two years ago, the League of Legends S10 global finals settled in Shanghai, which has set off a wave of e -sports cities in many domestic cities. In Shenzhen, which has Tencent Headquarters and adjacent to Netease Headquarters (Guangzhou), it is obvious that its strength is not weaker than the goal of locking the goal of international e -sports capital. The introduction of the "Measures" means that strategic ideas have entered a substantial landing stage.
In an interview with the reporter of the China Academy of Social Sciences, Wang Yibo pointed out in an interview with the Huaxia Times that e -sports has become the core element of building the Yuan universe, and it will only be paid more and more in the future. Development will form a long -term trend.
Support for multiple projects
The "Measures" refine the goal of implementing the "international e -sports capital" in all aspects.
For example, in improving the development carrier of the Le E -sports industry, it is planned to build a multi -level e -competition venue in the future. Planning and construction of 1 to 2 large -scale e -sports professional venues that meet the standards of international competitions are planned. For professional venues that have been established, reconstructed, and organized by eligible, they have reached corresponding requirements for the corresponding requirements. The 10,000 yuan standard gives one -time funding; at the same time, it plans to build an e -sports -themed industrial park with industrial elements such as e -sports research and development, event operation, e -sports live broadcast, training, and derivatives. For incubators and crowdsome spaces with a demonstration and leading role, clear development models, and good operation, a maximum annual funding is given, and the funding period does not exceed 3 years.
In promoting the development of the e -sports industry, the development of the e -sports industry is enhanced. Support the use of new generation of digital technologies such as cloud computing, big data, artificial intelligence, virtual reality, augmented reality, hybrid reality, 5G, blockchain, naked eye 3D, etc., enhance the production and communication capabilities of e -sports content, drive e -sports live broadcasts, brokers, and Information, training, equipment and other peripheral industries. Make good use of the existing TV channel resources and support the production and dissemination of mainstream media platforms to participate in the content of the event. For projects with good development prospects and demonstration, they will give up to a maximum of 2 million yuan.
At the same time, the "Measures" proposed to support the development of the E -sports Industry Alliance in the Guangdong -Hong Kong -Macao Greater Bay Area, and strengthen in -depth cooperation with Guangzhou, Hong Kong, and Macau in the industrial chain, event organizational, publicity and promotion, and talent exchanges. The overseas trade exhibition promotes more e -sports products and services that show more Chinese traditional culture to "go global"; it gives the recognized excellent e -sports product export projects for up to 2 million yuan.
Multi -provinces and cities compete for the "capital of e -sports"
The Chinese e -sports market has risen rapidly with the support of the cultural and sports industry. The "2022 Asian E -sports Industry Development Report" shows that the global e -sports revenue will reach US $ 1.384 billion in 2022, and will exceed $ 1.8 billion by 2025. Among them, the Chinese market has contributed about 1/3 of the global e -competition.
All provinces and cities have successively introduced the development policy of e -sports industry to compete for the "capital of e -sports". More than 10 provinces and 20 cities have introduced e -sports related policies in the country. Shanghai introduced 20 opinions on promoting the healthy development of the e -sports industry, and strives to comprehensively build the "Global E -sports Capital" within 3 to 5 years; Hainan has also proposed to rely on the construction of a free trade port to introduce the "Haixu" to create an international e -sports port; As an opportunity for the Asian Games, with the advantages of the construction of large -scale e -sports professional venues and the gathering of e -sports talents, we will make every effort to build a global e -sports center.
As the research and development center of the e -sports industry, Shenzhen has no shortage of confidence to build a "international e -sports capital". At present, there are more than 4,000 game companies in Shenzhen, with revenue of over 160 billion yuan in 2021, accounting for 54.5%in the country and 69.3%of the province. With a number of industry leading enterprises such as Tencent, it has achieved achievements in the cooperation between Guangdong, Hong Kong and Macao e -sports industry. The Asian E -sports Association and Macau e -sports have established cooperation with Tencent, Shenzhen and various districts, and the V5 team settled in Shenzhen.
In addition, Shenzhen's high -tech industries are in a leading position in the country. New generation digital technologies such as artificial intelligence, cloud computing, big data, 5G, blockchain, virtual reality, etc. have developed rapidly. Related results can be widely used in e -sports content production and competition operations. Provide strong support for the e -sports industry. However, at the same time, Shenzhen still has shortcomings such as imperfect industrial chain, lack of brand events, and lag in the construction of professional e -sports venues. The development level of e -sports is not matched with industrial foundation and urban economic status. In addition, existing cultural and sports industry support policies, except for a small amount of gaming companies, can apply for loan discounts, and cannot cover relevant important links in the e -sports industry. The introduction of the "Measures" put forward planning and guidance to make up for these shortcomings, which is conducive to better play the advantages of Shenzhen e -sports game research and development and leading corporate effects, and guide the healthy and orderly development of the e -sports industry.
Zhang Shule pointed out to the "Huaxia Times" reporter that the domestic e -sports industry environment has two major problems. One is the crowd breaking circle. Although the movement of young people, it is absorbed by the Olympic and Asian Games as the event project, so as to allow the age level of their audience It is more uniform and more sticky, but at the same time, the young people's attributes of the event itself have also formed the development ceiling; the second is the scene of the scene. There are fewer derivatives in the event. The overall revenue is maintained by game advertisements and hardware advertising. At present, the entire industry chain is more like advertising display activities attached to e -sports games.
"Tencent and Netease are all enterprises within the Greater Bay Area, and they are also the only enterprises in the domestic game industry. However, the relevant e -sports industry chain companies are not rich, and e -sports is still in Compared to the initial stage, these need to have more intense mining potential. "Zhang Shule said.
Editor -in -chief: Xu Yunqian Editor: Gong Peijia
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