On November 7 last year, Chinese e-sports team EDG defeated South Korea's DK team 3:2 in the 2021 League of Legends S11 global Finals to win the title, attracting more than 1 billion views.
This event may be seen as the moment when e-sports became accepted into the mainstream of society, and behind it, the development of the whole e-sports industry has entered a phase of solid growth.
In 2018, e-sports was listed as a performance event for the first time in the Jakarta Asian Games, and the Chinese national team successfully won two gold MEDALS, which was the first time for e-sports to make an appearance. It turned its negative image of "doing nothing" into an emerging industry that "wins glory for the country", and ignited countless young people's enthusiasm for e-sports.
Data show that the overall size of China's e-sports users in 2021 is about 506 million.
Wu Lihua, president of EDG e-sports Club, once said, "Under the new economic cycle development pattern, the development of e-sports industry has created new opportunities for consumption growth potential, innovative consumption patterns and scenes, and cultural transmission."
EDG's win also proved the explosion of e-sports in the consumer market soon. It is reported that last year, some e-commerce platforms, their consumers surge on the search "e-sports" relative keywords, among which "gaming chair" get high growth, according to media reports, as of November 8, the transaction volume increased by more than 300%.
Interestingly, the current consumer group of gaming chairs is not just e-sports players and gamers, but a broader group of people.
Especially since the epidemic, the state of home office and online entertainment has evolved into a new daily routine. The prolonged sitting time has made more and more ordinary consumers have an urgent demand for "a comfortable chair", including office workers, programmers, video anchors and even pregnant women. They have a common pursuit of a high-quality and healthy life style.
Post time: Feb-14-2023