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Chapter 277 [Korean dissatisfaction and sincere body]

For wrpo event brands, the biggest revenue is definitely sponsors, and there is no doubt that the pillar revenue source of any sports industry depends on sponsors.

But it is not all. According to the wrpo alliance system, if you apply to join this brand of e-sports game projects, its game manufacturers will spend 3% of their revenue every year to enter the Wrpo Alliance fund pool. In addition, there are beverages, souvenirs, clothing and other peripheral sales and event ticket revenue.

In short, the e-sports carnival that players and audiences gather every year, and major manufacturers and event organizers try their best to cheat the wallets in players and audiences' pockets from all aspects.

However, it is worth mentioning that the profits of surrounding sales here mainly depend on major overseas sub-competition areas.

Nothing else, you can basically not get the money here in China, because pirated and unscrupulous merchants can let go of this feast? The profits are all taken away by them, and the quality is not good.

Whether it is the wrpo operation department or the parent company Bluestar Technology Group, there is no big solution to such problems in China in a short time. After all, China has only been recognized by intellectual property rights for a few years. In this case, it can only turn a blind eye to the general environment. It is just to think that it is the role of an incubation pool to cultivate the potential of the Greater China market.

Another big income is the broadcasting rights of the event, which is also a big income.

If you ask which part of the world is the most intense in the esports atmosphere?

There is no doubt that it is South Korea!

The Koreans became the first game program in the history of cable TV to produce and broadcast games eleven years ago. The first StarCraft event PKO began to broadcast ten years ago. Nine years ago, the first "StarCraft League HTS" began to broadcast, becoming the world's first e-sports league. In the same year, the ongmaenet TV station, which is OGN, was established. This is the world's first 24-hour professional game broadcasting station.

In 2004, the audience of the StarCraft SPL League held by OGN exceeded 100,000, which is a Guinness World Record that is unprecedented in the history of e-sports competitions and is unlikely to have a visitor.

The e-sports industry is so brilliant in South Korea. When it comes to the history of e-sports development, why can’t we avoid Koreans? This is a fact that Koreans’ contribution to e-sports must be recognized.

At the 2006 WCG World Finals, OGN used satellite live broadcast, which was the first time in the history of the game.

In this WRPO World No. 1 Player Championship, Korean OGN TV spent $15 million to win the broadcast rights in South Korea. In terms of negotiation details, the broadcast of WRPO event alone reached a terrifying fee of $10 million.

There is no way, the StarCraft project is a "national skill" in South Korea. In today's South Korea, if a local man says he can't play StarCraft, he will be despised. Although it is a bit exaggerated, it can also indirectly reflect that the influence of StarCraft in South Korea is indeed incomparable to other regions.

It may be difficult for other regions to understand, but this is the fact. Blizzard is so jealous that he is crazy because of this incident, and even autistic and doubts about his life: I am the inventor and owner of this game, but I am not the biggest beneficiary?

Anyone will doubt life.

Therefore, Blizzard Entertainment pressed the development plan for the game project "StarCraft 2" and prepared to regain the big cake of the e-sports industry.

At present, Koreans are hotly discussed online, and the reddit website has a large number of posts related to the number one player competition.

"Ah Xiba, the Chinese people destroyed WCG with their own hands. It should be the pride of e-sports events Smithda!"

“Wrpo and so on really hate Smitha…”

"Is the e-sports industry that South Korea has been dedicated to developing for ten years going to be taken away by the Chinese? Xiba!"

"I'm very angry, helpless, and depressed."

"However, OGN spent 21.6 billion won (15 million US dollars) to get the right to broadcast the WPro event. It's so backbone!!"

“Boycott the wrpo event.”

"Although WCG is a pity, I still want to watch Song Binggu Sangsu's game, and I hope he can bring the Star Trophy home."

"Haha, at least there is no suspense in the championship of the interstellar event. You can lock in the trophy in advance. Nice!moon is also a big hit for the Warcraft champion."

"Think about it, it's also great to take back the trophy and bonus from the other party."

"Just make self-comfort and anesthesia, Nishiba!"

"Oh, Nishiba!"

...

Koreans hate the birth of WRPO because the glass heart stick saw their WCG brand as a pioneer in the industry and became an indignant second-level event in which players scored points in WRPO overnight.

One code can be used to one code, and you say boycott it, but your body is still very honest.

The businessmen in South Korea are not stupid either, so this time OGN TV spent a huge amount of money to obtain the exclusive broadcast authorization of the WRPO event in South Korea.

Money still has to be made.

Koreans actually found some comfort, that is, the strong position of Koreans in "Starcraft" in this WRPO event. If it were not for the points system of the competition, the top three in each division's points list could enter the WRPO, and the interstellar players in the top 16 are all Koreans.

There is really no way. The Koreans' dominance in the interstellar e-sports project is almost unshakable. After all, others have been deeply engaged for eleven years, otherwise they would not have been called "national skills" by Koreans.

However, with Luo Sheng's globalization in the e-sports industry, the Korean dominance in the e-sports field will definitely be shortened by at least five years than in his previous life, and it is even more than that.

The rules of events like wrpo have also promoted Korean e-sports players to move to other competition areas and become foreign players in other competition areas. In this way, you can get tickets to the wrpo finals through other competition areas and grab money.

so……

In the WRPO Finals, there were more than three Korean players in the interstellar event, but ten...

However, in the long run, it is beneficial to the development of the entire wrpo alliance system. These top Korean masters come to other competition areas to "slaughter chickens" and grab money, and are also training the roosters. If they frequently compete with the masters, their strength will definitely improve.

Unless the local e-sports players are also like the national football team, it is impossible for Luo Sheng to tolerate such players who are scrambling to die on the front line.

And Korean players who go out also have a price. Without the fierce competitive atmosphere in South Korea, their competitive level will become more and more delicious. As they slaughter, they will slowly become a chubby chicken.

Almost without exception, the interstellar players who left South Korea were snatching money overseas and their strength also declined significantly. When they returned to the local area again, they would be hung up and beaten by their opponents for a long time, and then they could return to their peak strength after working hard.

If you give up, you will gain.

As the platformer of the entire e-sports industry, Luo Sheng does not want any popular e-sports project to be ruled by a single region for a long time, which is not conducive to the development and growth of the entire industry. The best situation is that all major competition areas of the WRPO trophy can be taken home in turn, which can stimulate the competitive atmosphere of the major competition areas and make small money soar.

...

"I'm Mai Ka, is this China? Did I take the wrong plane to Tokyo? "

"this……"

"Damn it, bbc news has cheated me out of the way!"

On a civil aviation passenger plane, a young man from the UK was stunned for a long time after seeing the city below through the plane's window.

After getting off the plane, he wandered around this fashionable modern city and finally confirmed that it was not Tokyo, but Shencheng, China, and the city where the first WRPO event was held.

The young foreigner was very angry and took out an Azure mobile phone with his backhand, logged into microblog and posted a blog post. Then he took a few pictures and shared them on the bluespace social networking website.

Although few fans followed him, he still angrily criticized the bbc media on his social account for false news to deceive him, and almost didn't come because of this.

He thought that China was really backward and poor as the report said, and was afraid of being disappointed in vain.

As a result, the prosperity of the city under your feet is no less than that of London.

It has to be said that Europeans and Americans pay little attention to China. In their eyes, Asia is more famous because of games and animation.

As for China, it seems that they are the world factory that helps them build daily necessities.

Almost every young man in China can speak a few words of English, such as the one at the beginning of f, but almost few Europeans and Americans can say a word, and they don’t know even if it’s “hello” or “draw code”.

In this regard, Europeans and Americans are really "ignorant" because of many reasons. For example, they never care about whether the situation happened in China, and they don't have much interest. Even most Europeans and Americans don't know where the Chinese country is on the world map. This is definitely not a belittlement, but a fact. Especially the geographical knowledge of ordinary Americans is really touching, and they even don't recognize the American map by 180 degrees.

This is incredible to a Chinese, and most ordinary Americans are so ignorant.

Let’s talk about European mass consumers. About 50% of ordinary European mass consumers think this is a European brand, 20% think this is a non-European brand, 10% think this is a product of Sony, or other Japanese technology companies, and 15% think this is an American brand.

Only a percentage of less than 5% knew that this was a Chinese brand at the first time, and it felt incredible when you knew it, and it felt that it was fake news at the first time.

This result is also a variety of reasons. For example, European consumers do not care about China at all, or do not care about the brand origin, but pay more attention to the product itself. Another reason that cannot be ignored is that the localization of Costa çao Company is quite successful, so ordinary consumers who receive less information subconsciously believe that this is a local European brand.

Even 35% of users of Bluestar Technology's products believe that the Internet products they use, such as social networking websites bluespace, microblog, and musicspace, should be considered American things.

In fact, this is the result that Luo Sheng is most willing to see, and it is also a symbol of success in business globalization. It is all small money.

How great it is to make a fortune in silence.

However, as the company grows and its popularity continues to expand one after another, the earth will eventually become a "global village". It will definitely not take long for the whole village to know what happened in the village.

One day, European and American consumers will know that the products they cannot live without are actually not local brands, but from a country that they never care much about...

...

(ps: Today's big chapter explodes, and the plot of e-sports and virtual singers has been accelerated through the update volume, but everyone needs to subscribe to duck. It may cost one or two cents for everyone, but it is the foundation for the author's fungi...)
Chapter completed!
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