TEAM4NOT make's Waves in SC2 MLG Qualifiers!
CIG will promote e-sports in the process of promoting new economic development plays an extremely natural part in
2004 12 19, nearly all of Beijing's new hotel by a carnival mood. Well-known national e-sports brand CIG, after nearly half a year of national sub-Division selection, finally ushered in the area of electronic games of this year one of the most important moment?? "Bosideng sports and leisure Cup" CIG2004 Third National Conference of Chinese e-Sports General Final and Award Ceremony.
4Not, E-sport
However in this kind of great event, we found a number of phenomena of special concern: The recent acquiring industry giant IBM's PC business in one fell swoop in to the ranks from the international association for that brand to provide the newest event CIG PC and Centrino notebook computer products. The title sponsor of the General Assembly can also be very influential inside the national garment industry's "Bosideng sports and leisure" brand. Different areas of the giants will appreciate paying attention to CIG, that is merely a coincidence?
Local e-sports Will need to go at night game itself
According to relevant statistical data published: 2003 Mainland China video game market worth approximately about 1.3 billion yuan, an increase of nearly 50% over the previous year. According to the 2004 real market feedback, the 2004 will probably be much more rapid development momentum, which led the field of other similar economic growth.
Exactly the same in 2004, hawaii has further strengthened the management for your sport industry and guidance. As well as continuing to games to produce healthy economic policy environment, but additionally increased the internet game industry governance and norms. Mixture of strict management to adjust to the trend of world economy, the creation of enlightened policy, which e-sports in China for the healthy growth and development of special significance. This calls for not only continued to carry forward the e-sports for young adults and Uplifting aspirations, tempering the positive role played by perseverance, but additionally asked representatives of the new economy, the digital chronilogical age of electronic sports to transcend the overall game itself, to promote the healthy progression of the.
However, due to China's game marketplace is still in early stage of development, infrastructure is still unstable. Which means this needs to a particular extent, limited the e-sports development in China.
But like a national event brand, CIG took only 36 months around the growth and development of a nearby coverage of China's largest and many involved with breadth, the number of applicants approximately the sport type probably the most extensive and most complete industrial chain, a national professional e-sports event. Moreover, determined to grow using the industry's CIG in the process of development and gradually affected along with wider areas than the game. Within the cultural field, it represents a brand new type of digital entertainment and cultural phenomenon; inside the industrial field, it's the interface from a good platform for downstream industries; in science, it is the exchange and display of advanced technology to supply a unique opportunity.
CIG: the cries from the outbreak of the new economy
The CIG continues to be in a position to in such a short time from your sports event on the new role of economic agents change their strategic thinking are inseparable.
From creating the original, CIG's orientation includes a game title involving multiple levels: in the consumer (receiver) perspective, CIG having a popular method of offering the public probably the most fun and a lot passionate means of digital entertainment; from service providers (providers) perspective, it restored the game in solid terms for that operators, that's, network operation and service. The comprehensive analysis from a business perspective for the game since the core of e-sports events because the just like other traditional sports events, carrying the participation with the business vision, and assist enterprises in brand building, marketing, the entire process of playing the traditional method of The effect cannot match. CIG at this point and offer the favourite sports events are similar to the role with the Olympic Games.
CIG sponsor form in the perspective, is sufficient to prove this point. Lenovo may be the official Olympic partner, "Bosideng sports and leisure" logo and the game can be described as deep origin, Bosideng sporting goods company is not just a partner in the Chinese Olympic Committee, has sponsored an important national sports year-round event. Wang Jing, gm of Sports
Bosideng told reporters: "We are the state sponsor of the 2004 tournament CIG, CIG is advocated as the 'green games, healthy living' concept, using its launch of Bosideng 'Bosideng Sports and Leisure' series exhibited by fashion, dynamic, vigorous but losing mature and stable, natural features are appropriate. which year's "Bosideng Sports and Leisure 'series has also made satisfactory results, which cooperation with the CIG are inseparable. In the future, hopefully to carry on cooperation with the sport the way in which, let 'Bosideng sports and leisure' brand in the minds of young adults, have an overabundance far-reaching impact. "
CIG's arms and shouted finally for many who gathered got to be described as a nice beginning, although China's electronic games market is definately not mature, but a useful attempt, no doubt will cause e-sports along the way of promoting new economic development play an extremely natural part.
The transfer of cloth platform Signifies that the appearance of new business opportunities
Observers mention that after the network has gradually end up being the same highway like a platform for that operation, people must be followed for the transfer of fabric platform, attached to the various needs with the platform will arise out of this, and this innovative change means start up business possibilities to come. According to the China Market Association
game? CGPA? And also the International Data Corporation? IDC? Reports: the amount of online gamers in China's mainland will be from 13 million in 2003 rose to 41.8 million in 2007. The composition of this band of gamers not only the base of a large and extensive coverage. One of them, a sizable target human population is highly educated, love, and straightforward acceptance of new technologies and new habits. This span of this target group, usually concentrated inside the 15-30 years of age. With younger, highly educated, huge salary characteristics, re-brand shopping, quality, and easy to shape the personality choice. Inside the network, they may be e-sports enthusiasts. Commodities in real society, both now plus the future, they'll be just about the most important consumer groups.
4Not, E-sport
Lenovo Group, Bosideng sports goods as domestic first-class enterprise, apparently judging the market could be more sensitive, select the
2004 12 19, nearly all of Beijing's new hotel by a carnival mood. Well-known national e-sports brand CIG, after nearly half a year of national sub-Division selection, finally ushered in the area of electronic games of this year one of the most important moment?? "Bosideng sports and leisure Cup" CIG2004 Third National Conference of Chinese e-Sports General Final and Award Ceremony.
4Not, E-sport
However in this kind of great event, we found a number of phenomena of special concern: The recent acquiring industry giant IBM's PC business in one fell swoop in to the ranks from the international association for that brand to provide the newest event CIG PC and Centrino notebook computer products. The title sponsor of the General Assembly can also be very influential inside the national garment industry's "Bosideng sports and leisure" brand. Different areas of the giants will appreciate paying attention to CIG, that is merely a coincidence?
Local e-sports Will need to go at night game itself
According to relevant statistical data published: 2003 Mainland China video game market worth approximately about 1.3 billion yuan, an increase of nearly 50% over the previous year. According to the 2004 real market feedback, the 2004 will probably be much more rapid development momentum, which led the field of other similar economic growth.
Exactly the same in 2004, hawaii has further strengthened the management for your sport industry and guidance. As well as continuing to games to produce healthy economic policy environment, but additionally increased the internet game industry governance and norms. Mixture of strict management to adjust to the trend of world economy, the creation of enlightened policy, which e-sports in China for the healthy growth and development of special significance. This calls for not only continued to carry forward the e-sports for young adults and Uplifting aspirations, tempering the positive role played by perseverance, but additionally asked representatives of the new economy, the digital chronilogical age of electronic sports to transcend the overall game itself, to promote the healthy progression of the.
However, due to China's game marketplace is still in early stage of development, infrastructure is still unstable. Which means this needs to a particular extent, limited the e-sports development in China.
But like a national event brand, CIG took only 36 months around the growth and development of a nearby coverage of China's largest and many involved with breadth, the number of applicants approximately the sport type probably the most extensive and most complete industrial chain, a national professional e-sports event. Moreover, determined to grow using the industry's CIG in the process of development and gradually affected along with wider areas than the game. Within the cultural field, it represents a brand new type of digital entertainment and cultural phenomenon; inside the industrial field, it's the interface from a good platform for downstream industries; in science, it is the exchange and display of advanced technology to supply a unique opportunity.
CIG: the cries from the outbreak of the new economy
The CIG continues to be in a position to in such a short time from your sports event on the new role of economic agents change their strategic thinking are inseparable.
From creating the original, CIG's orientation includes a game title involving multiple levels: in the consumer (receiver) perspective, CIG having a popular method of offering the public probably the most fun and a lot passionate means of digital entertainment; from service providers (providers) perspective, it restored the game in solid terms for that operators, that's, network operation and service. The comprehensive analysis from a business perspective for the game since the core of e-sports events because the just like other traditional sports events, carrying the participation with the business vision, and assist enterprises in brand building, marketing, the entire process of playing the traditional method of The effect cannot match. CIG at this point and offer the favourite sports events are similar to the role with the Olympic Games.
CIG sponsor form in the perspective, is sufficient to prove this point. Lenovo may be the official Olympic partner, "Bosideng sports and leisure" logo and the game can be described as deep origin, Bosideng sporting goods company is not just a partner in the Chinese Olympic Committee, has sponsored an important national sports year-round event. Wang Jing, gm of Sports
Bosideng told reporters: "We are the state sponsor of the 2004 tournament CIG, CIG is advocated as the 'green games, healthy living' concept, using its launch of Bosideng 'Bosideng Sports and Leisure' series exhibited by fashion, dynamic, vigorous but losing mature and stable, natural features are appropriate. which year's "Bosideng Sports and Leisure 'series has also made satisfactory results, which cooperation with the CIG are inseparable. In the future, hopefully to carry on cooperation with the sport the way in which, let 'Bosideng sports and leisure' brand in the minds of young adults, have an overabundance far-reaching impact. "
CIG's arms and shouted finally for many who gathered got to be described as a nice beginning, although China's electronic games market is definately not mature, but a useful attempt, no doubt will cause e-sports along the way of promoting new economic development play an extremely natural part.
The transfer of cloth platform Signifies that the appearance of new business opportunities
Observers mention that after the network has gradually end up being the same highway like a platform for that operation, people must be followed for the transfer of fabric platform, attached to the various needs with the platform will arise out of this, and this innovative change means start up business possibilities to come. According to the China Market Association
game? CGPA? And also the International Data Corporation? IDC? Reports: the amount of online gamers in China's mainland will be from 13 million in 2003 rose to 41.8 million in 2007. The composition of this band of gamers not only the base of a large and extensive coverage. One of them, a sizable target human population is highly educated, love, and straightforward acceptance of new technologies and new habits. This span of this target group, usually concentrated inside the 15-30 years of age. With younger, highly educated, huge salary characteristics, re-brand shopping, quality, and easy to shape the personality choice. Inside the network, they may be e-sports enthusiasts. Commodities in real society, both now plus the future, they'll be just about the most important consumer groups.
4Not, E-sport
Lenovo Group, Bosideng sports goods as domestic first-class enterprise, apparently judging the market could be more sensitive, select the