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According to data from iResearch, the number of e-sports users in my country has reached 500 million, and the 100 billion e-sports track has also been formed.
Thanks to the rapid development of the traditional game ecosystem and the help of mobile e-sports games, the e-sports market has grown rapidly in recent years. According to iiMedia Research, the scale of China's e-sports market is expected to reach 184.33 billion yuan in 2022.
(China's e-sports market will reach 184.33 billion yuan in 2022, source: iiMedia Research)
In the context of e-sports entering the Asian and League of Legends finals in 2021, the attention of e-sports has been unprecedentedly high, and it has received more recognition and recognition from the society, which will help the e-sports industry to grow in a new round in the future.
The e-sports industry has initially achieved mature operation and formed a relatively complete industrial chain, including game production, game distribution, content ecology, and user community.
In addition to the upstream and downstream industry chain mainly composed of game production, event hosting and game live broadcast, the market boundaries and imagination space of e-sports derivative services have also been further expanded.
With the acceleration of game integration and the further stratification of users, how will the e-sports track "go further"? The trend of e-sports sports brought by the entry of e-sports into Asia, and the popularization of e-sports under the influence of the popularization of mobile games, what kind of development and challenges will it bring to the service of e-sports players?
Rongyun & DSPORT are creatively giving answers.
(The game is socialized, making the game more enjoyable)
Based on the Rongyun super group service, DSPORT has created a global vertical player interaction community, providing comprehensive and practical pan-game services including social networking, consultation, voice, acceleration, clan, circulation, etc., to meet players' game personality outside the game itself. make demands.
It's not just the game that makes me want to part, but the time we spend playing together
The essence of the game is to provide stronger behavioral feedback and experience through simulation, and eSports standardizes and promotes this experience. Early games mostly appeared in the form of PVE (Player VS Environment, that is, players challenge the NPCs controlled by the game program in the game), while PVP (Player VS Player, refers to players versus players, that is, players use game resources to attack each other. Formed interactive competition) game mode has become the mainstream in recent years with a stronger confrontation experience.
From "human vs machine" to "human vs human", the needs of players have become more diverse, and social networking has become an extremely important part of it.
According to Accenture's industry research, 84% of gamers say that games help them meet people with common interests, and they also want to meet new people through games. Just as important as what device you're playing on is who you're playing with.
(84% of gamers say they want to socialize through games, source: Accenture)
This is even more important in the context of the epidemic, with 75% of players saying that most of their social activities today take place during the game.
Games are gradually evolving into a new way of socializing.
Whether it is based on the game as a fulcrum, for the purpose of "playing the game better", the user needs such as finding teammates, playing with, strategy, and communication; or for the purpose of making friends, with the help of game play and rule design to enhance the fun of making friends And matching degree, the integration of games and social media has derived many product models and business possibilities, which has always been the focus of attention in the two vertical fields of game and social.
The game community based on Rongyun Super Group combines social interaction, content and games. Whether it is looking for players, game sharing, tactical discussion, as well as friendship interaction and diversified content accumulation around the game, it will not only help increase user activity, but may also become a third space for young people to gather . The data shows that the overall game users in my country are younger, and the proportion of users aged 19-24 reaches 54.1%.
A mature model for reference is Discord, which is popular abroad. Starting from a game communication tool, it has gradually grown into a new social world with over 300 million users and 150 million monthly active users.
Using games as a medium can not only connect users with common interests, but also make interests the driving force for their continuous sharing, and gradually form a prosperous ecosystem. It may also penetrate from young people to the general population, accumulate and improve user scale, monetization ability and influence, and eventually develop into a new form of social industry rule maker.
After extensive market research, DSPORT, which focuses on global game player services, chose to use the Rongyun super group capability to build a player community , provide a series of functional support around user demand scenarios, and win the "first blood" of the future form of game social networking .
Rongyun & DSPORT game social real-time community exploration
The game body provides a competitive scene, and outside the game, users also have multiple scene needs such as display, communication, exploration, learning, and connection, and such diverse needs will ultimately resort to the realization of community functions.
In DSPORT, players can experience various services of "scene + function":
🎮 Player community, share what you see with like-minded friends 🎮 Real-time voice, real-time communication with friends who fight side by side 🎮 E-sports competition, compete with top masters to compete for the highest honor All in one hand
In China, in addition to game self-built communities, traditional communities such as Baidu Tieba have also gathered a large number of gamers to irrigate, discuss, share top-scoring strategies and form team battles. The problem with this approach is that it cannot communicate in real time and affect the player's interactive experience.
DSPORT is built on the Rongyun super group, and users' content release is presented in the mode of in- channel dialogue , which supports people to communicate smoothly online and meets people's needs for an online "social field".
Another option for game socialization is to form groups on communication tools for group chats, but it is limited by the number of people and the constraints of partition management. The ability of Rongyun Super Group to break the user limit will better empower the construction of the game community.
🎮 The number of members of the Rongyun super group is not capped, breaking through the default user limit of 3000 for ordinary groups.
🎮 Rongyun Super Group has a channel creation function, which is convenient for users with common characteristics to gather based on tags such as hobbies and hobbies, and gradually form a rich and diverse content ecology.
At present, with the support of the native ability of Rongyun super group sub-channel management, DSPORT has built a community of players such as Peace Elite, Glory of Kings, League of Legends mobile games, Clash Royale, Wilderness Brawl, and Bloodstained Clock Tower. level registered users. The Peace Elite community alone has gathered more than 10,000 players, an order of magnitude that is completely unimaginable for ordinary groups.
(DSPORT has set up multiple game channels)
For large-scale community operations, the various message management modes of Rongyun Super Group also prevent the operation from being "in a hurry" . For example, various super group do not disturb setting functions, after entering the channel, you can locate the location of the message corresponding to the @@, etc.
DSPORT expects that while gathering players in the real-time community, the social relations of users in the community can be sustainable through precipitation user behavior, forming a community atmosphere that meets user needs and retains users, and explores providing players with personalized services around multiple game scenarios It is possible to expand commercial content touchpoints and multiple service models.
The world is definitely changing, and business progress drives infinite exploration. In the future, with the support of Rongyun Global Communication Network, DSPORT will also launch an international version to provide global gamers with customized services such as social networking, information, voice, acceleration, teams, and events.
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