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2022 China game E-sports circle marketing white paper From Jiujiu Research Institute

The following is the 2022 China game E-sports circle marketing white paper From Jiujiu Research Institute recommended by recordtrend.com. And this article belongs to the classification: research report, network game.

With the introduction of E-sports into Asia and the promulgation of E-sports policies in various regions, E-sports has been pushed to a new social height. In 2021, EDG won the championship, and the e-sports event developed from a small Carnival in the circle to a mass event. The attention of E-sports was unprecedented, which was not only enthusiastically pursued by generation Z groups, but also widely recognized by the society.

Nowadays, generation Z group pursues personalization and seeks a sense of belonging. Their common interests and hobbies can make them quickly get together and create a marketing trend strongly related to e-sports, which has become a magic weapon to attract E-sports circles. Nowadays, the popularity of metauniverse, cross circle culture, Guochao culture and virtual idols has provided brand owners with more diversified E-sports marketing carriers.

In order to objectively and accurately show the current situation and development trend of E-sports marketing, this report analyzes a number of research data and industry insights to help brand owners quickly understand the current marketing situation of Chinese game E-sports circles.

The following is a partial summary of this report.

Chinese Cultural Games and E-sports industries have great potential to keep players enthusiastic about excellent games and product updates

Players tend to diversify the types and contents of games

MoBa and FPS games are still good for players

According to the survey, MoBa (action real-time strategy game) and FPS (first person shooter game) are still the most popular game types, and they are among the best in this survey. TPS (third person shooter) players and FPS players have most overlaps.

Most E-sports circle users have no willingness to buy game derivatives

According to the survey, players are not very willing to buy game derivatives, and a small number of people will buy related game derivatives because of an event.

3-4 hours of game time per day is a common phenomenon among E-sports circle users

According to the survey, most players spend about 3-4 hours a day playing games, and most of them are office workers in the 0-2 hour range. Most of the people who spend more than five hours a day playing games belong to college students. At the same time, watching games and E-sports related live broadcasts or videos is mainly concentrated in 0~2 hours, and statistics show that most of them use life fragment time to watch.

User portrait of Chinese game E-sports circle

Cultural resonance is the core way of communication between brands and players

Major events and opportunities of game E-sports marketing in 2022

Trend 1: yuancosmos has become a battleground for many brand marketing strategists

Trend 2: the combination of strong and strong to build a circle culture

Trend 3: the era of national tide is coming, and patriotism is detonating at a high point

Trend 4: meta universe marketing + virtual idols, starting to become a sharp weapon of brand marketing

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