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Electronic Business Platform Appears China Joy To Dig Deep Billion Electric Blue Ocean Competition

2019/8/6 9:27:00 178

Electronic Commerce PlatformChina JoyCompetition

According to the August 6th news, from the current development of the cause of electric business, we can see that competition is not only a simple game, but also a synonym for an industry. It also represents "unlimited money". As an industry giant of various industries, it will not miss such opportunities.

Recently, at the seventeenth China International Digital Interactive Entertainment Exhibition (hereinafter referred to as ChinaJoy) exhibition, not only the proportion of IP and pan two yuan companies increased, but also appeared in Tmall Pavilion, Jingdong and other electronic business platforms.

According to the "electricity business", Jingdong was playing the "Jingdong game" sign at the scene, and combined with Intel, HP, DELL, Lenovo, Raytheon and other hardware manufacturers, and released a number of new products including Lenovo savior blade 9000 III UIY, HP shadow elf 5 Super, DELL Ling Yue 5680.

Data show that only on the first day of activity, the Intel game computer turnover on the Jingdong platform grew by 160% over the same period last year, and the turnover of DIY category increased by 260% over the same period. The turnover of game machines increased by 152% over the same period last year. The turnover of brand, Lenovo, DELL, HP, western data SSD, nuts and so on increased by 174%, 155%, 206%, 903% and 155%, respectively.

Tmall is cooperating with Razer, which focuses on hardware services. It is reported that Razer released a new product Viper mouse on China Joy, and started in Tmall's only one. It also selected Tmall small black box to select new products at Tmall competition. In August 2nd, it sold more than 1000 pieces, and achieved good results in single chip products.

Kitty Chen, Razer global vice president and China general manager, said that the new products started in the past, and the traditional way was to release them online. But with the increasingly powerful marketing function of electronic commerce, we are now gradually transferring some or all new products to the line.

The reason why China Joy has been concerned by the electronic commerce platform is mainly due to the billions of blue seas in the competitive market. According to the 2019 China game industry report, in 2019 of 2019, the actual sales revenue of China e-sports game market reached 46 billion 500 million yuan, an increase of 11.3% over the same period last year. The number of Chinese E-sports users reached 440 million, an increase of 11.2% over the same period last year, and maintained a high growth rate of 1-6.

According to the latest research report released in 2019 by irey, the China Electricity Industry Research Report: in 2018, the overall market of China's E-sports is expected to reach 94 billion 50 million yuan, and by 2020 it will reach 135 billion 110 million yuan. In 2019, China's E-sports users reached 400 million, an increase of 12.9% over the same period. In 2020, the number of users in China's electricity market will reach 430 million.

The rapid development of E-sports has promoted the continuous improvement of the market's performance requirements for equipment, and has also pushed forward the needs of users in reverse direction, bringing new growth space for mobile phones, PC hardware, and even mouse and keyboard peripherals. The business tycoons are also following the trend of the times, no longer satisfied with the sales channels of games and competing products, but hope to participate more deeply in the game, and find new value points through games and electronic games. Traditional hardware manufacturers hope to join hands with the e-business to release the traditional offline marketing to online marketing, hoping to upgrade the market by feeding big data and upgrading the market.

In addition, with the advent of the 5G era, the hardware vendors of the PC game oriented gaming industry also hope to find out the strong demand for the mobile terminals by big data behind the electricity providers and other platforms.

However, with the fading of the demographic dividend and the continuous development and maturity of the electronic competition industry, the growth of China's E-sports users will gradually slow down in 2019, and enter the stage of user emotion cultivation, commercial value development and market segmentation. Therefore, whether the e-commerce platform or the brand side, in addition to the fine operation of the electric field, but also to analyze consumer behavior with big data, and demand to force the supply, in order to seize more market.

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