Global Monopoly of Technology

Chapter 277 [Korean dissatisfaction and sincere body]

The latest website: For the WRPO event brand, the biggest revenue is definitely the sponsor. There is no doubt that the main source of income of any sports industry depends on the sponsor.

But not all, according to the WRPO alliance system, to apply to join this brand's e-sports game project, its game manufacturers must contribute 3% of their income to the WRPO alliance's fund pool every year, in addition to drinks, souvenirs, clothing and other peripherals Sales and event ticket revenue.

In short, players and audiences gather for an annual e-sports carnival, and major manufacturers and event organizers have tried their best to deceive players and audiences from their wallets in all aspects.

However, it is worth mentioning that the profit from peripheral sales here mainly depends on the major overseas sub-divisions.

Without him, you basically can't get the money here in China, because how could pirates and unscrupulous merchants let go of this feast, all the profits are taken away by them, and the quality is not good enough.

Whether it is the WRPO operation department or the parent company Bluestar Technology Group, there is really not much to do with such domestic problems in a short period of time. After all, it has only been a few years since the domestic recognition of intellectual property rights, and the general environment can only turn a blind eye. Turning a blind eye, it is the role of the incubation pool to cultivate the potential of the Greater China market.

Another major source of income is the broadcast rights of the event, which is also a big income.

If you ask which region of the world is the eSports atmosphere the most?

Korea without a doubt!

Koreans became the first game show "Game Plus" in the history of cable television to produce and broadcast games eleven years ago, the first StarCraft event PKO started broadcasting ten years ago, and the first "StarCraft League HTS" of Tooniverse nine years ago. "Started broadcasting and became the world's first e-sports league. In the same year, a TV station was established, which is OGN, which is the world's first 24-hour professional game broadcast TV station.

Just in 2004, the live audience of the StarCraft SPL League organized by OGN exceeded 100,000, which is a Guinness World Record that is unprecedented in the history of e-sports competitions.

The e-sports industry is so brilliant in South Korea. When it comes to the development history of e-sports, I am afraid that Koreans cannot be avoided. The contribution of Koreans to e-sports is a fact that must be acknowledged.

In the 2006 WCG World Finals, OGN used satellite live broadcast, which was also the first time in the history of the game.

This time the WRPO world number one player competition,

The Korean TV station OGN spent 15 million US dollars to win the broadcast rights in South Korea. In terms of the details of the negotiation, the WRPO broadcast of "StarCraft" alone has reached a horror fee of 10 million US dollars.

No way, the StarCraft project is a "national skill" in South Korea. In today's South Korea, if a local man says he can't play StarCraft, he will be despised. Although it is a bit exaggerated, it can also reflect this era of StarCraft. The influence of games in Korea is indeed unmatched by other regions.

It may be difficult for other regions to understand, but this is the truth, and because of this incident, Blizzard is jealous to the point of madness, and even autistic and suspicious of life: I am the inventor and owner of this game, but not the biggest beneficiary?

Everyone doubts life.

Therefore, Blizzard Entertainment backhanded the development plan of the game project "StarCraft 2", ready to regain the big cake of the e-sports industry.

Right now, Koreans are buzzing online, and Reddit has a ton of posts related to the Top Player Championship.

"Ah Xiba, the Chinese people destroyed WCG with their own hands. It should have been the proud Smecta of e-sports events!"

"WRPO or something really hates Smecta..."

"Is the e-sports industry that South Korea has been developing for ten years about to be taken away by the Chinese? Xiba!"

"Angry, helpless, frustrated."

"However, OGN spent 21.6 billion won ($15 million) for the broadcast rights of the WPRO event, which is so spineless, Seibachi!!"

"Boycott WRPO events."

"Although WCG is a pity, I still want to watch Song Binggu and Sangsu's game. I hope he can take home the Interstellar trophy."

"Haha, at least the champion of the Interstellar project has no suspense, and the trophy can be locked in advance, Ness! Moon is also a favorite of the World of Warcraft champion."

"It's also great Smecta to take back trophies and prize money from the other side, come to think of it."

"It's just anesthesia for self-soothing, Xiba!"

"Oh, Xiba!"

...

Koreans hate the birth of WRPO because the glass-hearted sticks were indignant to see their WCG brand go from being a pioneer in the industry to becoming a sub-event overnight where players scored points to get into WRPO.

But one yardage is one yardage, and the mouth says boycott, but the body is still very sincere.

The businessmen in South Korea are not stupid, so this time OGN TV spent a lot of money to get the exclusive broadcast license of the WRPO event in South Korea.

Money is still to be made.

The Koreans actually found some comfort, that is, the strong position of the Koreans in the "StarCraft" of this WRPO event. If it is not for the division point system, the top three in each division's standings can enter WRPO, and the top sixteen StarCraft. All the players have to be Korean.

There is really no way. The dominance of the Koreans in the e-sports project of Interstellar is almost unshakable. After all, others have been cultivating for eleven years, otherwise they would not be called "national skills" by the Koreans.

However, with Luo Sheng's globalization in the e-sports industry, the dominance of Koreans in the e-sports field will definitely be shortened by at least five years, or even more than in the previous life.

The rules of events such as WRPO also promote the flow of Korean e-sports players to other competition areas and become foreign aid in other competition areas, so that they can obtain tickets to the WRPO finals through other competition areas to grab money.

so……

In the WRPO finals, there were not only three Korean players in the Interstellar project, but ten...

However, in the long run, it is beneficial to the development of the entire WRPO alliance system. These top Korean players come to other regions to "slaughter chickens" to grab money. They are also training rookies. They frequently confront masters, and their strength will definitely improve.

Unless the local e-sports players are like the national football team, it is impossible for Luo Sheng's WRPO to tolerate such players waiting to die on the front line.

And the Korean players who go out also have a price. Leaving the fierce competition atmosphere in South Korea, the level of "slaughtering chickens" will become more and more sophisticated all day long. .

Almost without exception, the Star players who left South Korea scrambled for money overseas, but their strength also declined significantly. When they returned to the homeland again, they would be hanged and beaten by their opponents for a long time, and then it was possible to return after working hard. strength at its peak.

There is something to be desired.

As the market maker of the entire e-sports industry, Luo Sheng does not want any popular e-sports project to be ruled by a single region for a long time. This is not conducive to the development and growth of the entire industry. The best situation is that all competition areas of the WRPO trophy are If you can take it home in turn, this will stimulate the competitive atmosphere of each competition area, and only small money can soar upward.

...

"Oumai, this is China? Did I take the wrong plane to Tokyo?"

"This……"

"Damn, BBC News fooled me!"

On a civil airliner, a young man from England was stunned for a long time after seeing the meeting in the city below through the window of the plane.

After getting off the plane, he wandered around this fashionable and modern city, and finally confirmed that it was not Tokyo, but Shencheng in Huaguo, the city where the first WRPO event was held.

The young foreigner was very angry, he took out an Azure mobile phone and posted a blog post on MicroBlog, and then took a few random pictures and shared them on the BlueSpace social networking site.

Although few fans paid attention, he still ranted on his social account that the BBC media reported fake news to deceive him, and he almost didn't come because of this.

He thought that Huaguo was really backward and poor as the report said, and he was afraid that he would be disappointed by a visit in vain.

As a result, the prosperity of the city underfoot is not much worse than that of London.

What I have to say is that Europeans and Americans pay little attention to China. In their eyes, Asia is more famous than Japan because of games and animation.

As for Huaguo, the impression to them seems to be the world factory that helps them make daily necessities.

Almost every young man in China can speak a few words of English, such as the one beginning with F, but few Europeans and Americans can speak one sentence, even if it is "Hello" or "Draft code".

In this regard, Europeans and Americans are really "ignorant". There are many reasons. For example, they never care about what happened in China, and they have no great interest. Even most Europeans and Americans don't know that China is on the world map. This is definitely not a depreciation, but a fact, especially the geographic knowledge of ordinary Americans is really touching, even if the map of the United States is rotated 180 degrees, they will not recognize it.

This is incredible for a Chinese, and most ordinary Americans are so ignorant.

For European mass consumers, about 50% of the general European consumers of the Azure series of mobile phones think that this is a European brand, 20% think it is a non-European brand, and 10% think it is a non-European brand. It is a product of Sony, or a product of other Japanese technology companies, and 15% of them believe that the American brand.

Only less than 5% of them knew that this was a Chinese brand for the first time, and they felt incredible when they knew it. They thought it was fake news for the first time.

There are many reasons for this result. For example, European consumers don’t care about China at all, or they don’t care much about the origin of the brand, and they pay more attention to the product itself. Another reason that cannot be ignored is that the localization of the Cote d’Azur company is quite high. It is so successful that ordinary consumers who receive less information subconsciously think that this is a local European brand.

Even now, 35% of users of Bluestar Technology's products think that the Internet products they use, such as social networking sites BlueSpace, MicroBlog, MusicSpace, are things that they should take for granted as Americans.

In fact, this is the result that Luo Sheng is most willing to see, and it is also a symbol of the success of business globalization.

How good is it to make a fortune in silence.

However, as the company grows and its popularity continues to expand, the world will eventually become "smaller and smaller" and eventually become a "global village". What happens in the village will surely not be long before the whole village knows .

One day consumers in Europe and America will know that the products they cannot live without are actually not local brands, but from a country they never cared much about...

...

(Ps: A large chapter broke out today, and the story of e-sports and virtual singers will be accelerated through the amount of updates, but everyone has to subscribe to duck. It may be a dime or two for everyone, but it is just right for the author. The root of rice...)

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