Traditional Culture Encyclopedia - Hotel accommodation - Competing for the Future 2020 China E-sports Industry Annual Meeting was held in Guangzhou.

Competing for the Future 2020 China E-sports Industry Annual Meeting was held in Guangzhou.

On February 23rd, 65438, "2020 China E-sports Industry Annual Meeting" was held in Huadu District, Guangzhou, sponsored by China Culture and Entertainment Industry Association, undertaken by Guangzhou Huadu District People's Government and China Culture and Entertainment Industry Association E-sports Branch, and co-organized by Guangzhou Jiude Culture and Technology Co., Ltd., Guangzhou Sunac Lv Wencheng and Shanghai Huangyuan Culture Development Co., Ltd.

Zhu Xiao _, Vice Minister of Propaganda Department of Guangzhou Municipal Committee, Liu Jinhua, President of China Culture and Entertainment Industry Association, Li Zaiyan, Director of Market Management Department of Guangdong Provincial Department of Culture and Tourism, Zou Xuan, Standing Committee Member of Guangzhou Huadu District Committee and Minister of Propaganda, Kong Ming, Secretary General of China Culture and Entertainment Industry Association, He Dongsheng, Director of Guangzhou Huadu District Culture, Radio, Film, Television, Tourism and Sports Bureau, and Ding Junling, Director of Guangzhou Huadu District Science, Technology, Industry and Commerce and Information Technology Bureau attended the meeting.

Hou Miao, Vice President of tencent games and General Manager of Tencent E-sports, Gu Liming, Senior Vice President of Perfect World Holding Group Co., Ltd., Zhao Mingyi, General Manager of Netease E-sports, Wang Yuyang, General Manager of Billie Billie's Game Content Department and Live Broadcasting Center, Chen Qidong, Founder and CEO of Shanghai Efu One Pole Network Technology Co., Ltd., Qin Yuan, Vice President of E-sports Branch of China Culture and Entertainment Industry Association, Chairman of Guangzhou Jiude Culture and Technology Co., Ltd., Sun Zheng, General Manager of Guangzhou Sunac Lv Wen, and Liu Lijun, Vice President of Zhejiang Media

Liu Jinhua, president of China Culture and Entertainment Industry Association, pointed out in his speech: "At present, e-sports has been officially included in the competition of the 2022 Hangzhou Asian Games. As a booming emerging cultural industry at home and abroad, it has become the focus of the whole society. In early 2020, the COVID-19 epidemic spread all over the world. Although the epidemic has had a certain impact on the development of e-sports industry, it has also amplified the advantages of e-sports digital economy. Mainstream e-sports projects have been launched one after another, reducing the impact of the epidemic on the industry. At the same time, it also brings more imagination space for the further integration of e-sports and digital culture industry. This annual meeting will build an open and active communication platform for representatives of well-known enterprises, colleagues and senior experts in the industry, discuss the development opportunities of e-sports industry under the epidemic situation, and rediscover the advantages of e-sports digitalization and online entertainment. As an indispensable part of the cultural industry, we hope that the e-sports industry will strictly abide by government management regulations, strengthen industry self-discipline, and guide the healthy development of the e-sports industry with positive energy. "

Zhu Xiao, deputy director of the Propaganda Department of Guangzhou Municipal Committee, said in his speech: "As a strong economic city in China, Guangzhou has made a lot of efforts in promoting the development of e-sports industry. On the one hand, establish and improve the leadership mechanism, with the support of the municipal party Committee and the municipal government, relevant departments will join hands to vigorously promote the development of the entire e-sports industry and cause; On the other hand, Guangzhou took the lead in formulating the Work Plan of 20 19-202 1 Promoting the Development of Video Industry, and a number of cultural and digital entertainment enterprises with strength, strategic determination, national status and international vision have grown up in Guangzhou, Guangdong and Greater Bay Area. Guangzhou will continue to seize new opportunities and vigorously promote the prosperity and development of digital culture industry and e-sports industry. I also hope that with the support of industry associations, more and more outstanding cultural enterprises will participate in the future development of Guangzhou. "

This annual meeting is rich in activities, including keynote speeches, high-end dialogues and other links, which can be described as full of dry goods. In the theme sharing session, Vice President tencent games, General Manager of Tencent E-sports Hou Miao, Senior Vice President of Perfect World Holding Group Co., Ltd. Gu Liming, General Manager of Netease E-sports Zhao Mingyi, Founder and CEO of Shanghai Efu One Pole Network Technology Co., Ltd. Chen Qidong, Vice President of Guangzhou Jiude Digital Technology Co., Ltd. Liang Zhensheng, CEO of LGD Club of Hangzhou Aijidi Cultural and Creative Co., Ltd. Pan Jie, General Manager of Shanghai Kuanyu Digital Technology Co., Ltd. Wang Yuyang Billie Billie Game.

Hou Miao, vice president of tencent games and general manager of Tencent e-sports, shared the development status and experience of Tencent e-sports in his speech, and discussed in detail how to run e-sports events well and how to start and build the city's e-sports ecology.

Gu Liming, senior vice president of Perfect World Holding Group Co., Ltd., shared the development experience of Perfect World in the field of e-sports, and made a detailed analysis of the development history, development momentum and user needs of the e-sports industry.

Zhao Mingyi, general manager of Netease E-sports, shared Netease's experience and experience in Internet development and services in his speech, and discussed in depth how to promote the healthy and long-term development of the e-sports industry in the rapid changes in the next decade.

Chen Qidong, the founder of Shanghai EFE Network Technology Co., Ltd., shared his views on the current situation and future development direction of e-sports industry in China with the theme of "the reality of e-sports in China".

Liang Zhensheng, vice president of Guangzhou Jiude Digital Technology Co., Ltd., shared how VR e-sports embraced new market opportunities in all directions and how to use cloud technology to help the development of VR e-sports industry with the theme of "The new trend of e-sports in the 5G era: VR e-sports".

With more and more attention and recognition to the e-sports industry, its industrial chain is gradually improving. Since the e-sports club has become the most critical element in the entire industrial chain, how can it be commercialized? Pan Jie, CEO of Hangzhou LGD Club, shared her thoughts on the operation of e-sports club from her own experience of more than ten years.

With the progress of the times and the iteration of consumption, young consumer groups represented by "post-90 s" and "post-00 s" are rising rapidly, and content consumption has become the focus of public attention. Wang Yuyang, the general manager of the game content department and live broadcast center in Bi Li, Bi Li, shared the theme of "the new trend of young people's content consumption".

The theme of the high-end dialogue of this annual meeting is "the future, opportunities and challenges of cross-border integration and development". Le, Secretary-General of KPL the glory of the king Professional Union, Chairman of AG E-sports Club, Jin, Founder and General Manager of Shanghai IMBATV, Managing Partner of Safran Investment Fund, Qin Yuan, Vice President of E-sports Branch of China Culture and Entertainment Industry Association, and other guests had in-depth exchanges and discussions on the current development status of e-sports industry, the promotion of e-sports industry to the development of cultural tourism industry, and the new trend of cultural tourism consumption.

Delegates attending this annual meeting have said that e-sports industry has great vitality and potential in promoting the prosperity and development of digital cultural industry, and young people will inject new strength into the development of the whole cultural industry and the prosperity of consumption because of their own vitality and innovation.