Written by Lu Zhouxiang.
E-sports refers to competitive tournaments of video games among mainly professional gamers. A 2015 research report produced by games market research company Newzoo and global sports market analytics firm Repucom shows that worldwide e-sports market revenue reached US$194 million in 2014 and is predicted to reach US$465 million in 2017. Competitive gaming has grown into a popular spectator sport with a fan base comparable to that of mid-tier traditional sports such as volleyball and swimming. Continue reading “E-sports in China: History, Issues and Challenges.”