Group 1 - The second annual King of Glory KPL finals took place at the National Stadium, marking the first time a mobile esports event was held at this venue, attracting 62,196 spectators and setting a Guinness World Record for the largest audience at a single esports event [1] - Chengdu AG Super Play defeated Chongqing Wolf Team with a score of 4:2, successfully defending their title as KPL champions, indicating the growing scale and popularity of mobile esports [3] - The KPL has evolved from smaller venues to larger ones like the Bird's Nest, reflecting the development trend of the mobile esports industry, which is becoming a new hallmark of sports consumption [3] Group 2 - The esports industry is transitioning from a niche entertainment sector to a mainstream activity, integrating technology, enhancing offline consumption, and driving urban development [3] - In 2025, the daily active users (DAU) of the King of Glory national server surpassed 139 million, with global monthly active users (MAU) exceeding 260 million, providing a robust audience base for esports events [3] - The KPL has fostered numerous local esports clubs and created diverse job opportunities across various roles, including players, coaches, and content creators, contributing to the industry's growth [3] Group 3 - The esports peripheral products market is experiencing significant growth, with merchandise such as team jerseys and IP collaboration products extending the online event's popularity into offline consumption [4] - The event led to a notable increase in hotel bookings, transportation, and dining in Beijing, with a significant portion of attendees being young "Generation Z" fans, indicating a new consumption trend [5] - In the first half of 2025, the esports industry's revenue reached 12.761 billion yuan, a year-on-year increase of 6.1%, with the user base exceeding 493 million [5]
到场观众超6万人,王者荣耀KPL年度总决赛背后的产业升级
Bei Jing Shang Bao·2025-11-09 05:53