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玩家口中「凉了」的国民游戏,在工作日晚上排起长队
36氪· 2025-12-12 09:17
以下文章来源于36氪游戏 ,作者果脯 36氪游戏 . 36氪旗下游戏行业媒体平台,为读者带来玩法创新、游戏科技、商业故事等内容,为行业提供多元化服务。以科技视角,解析游戏产业发展浪潮。 文 | 果脯 来源| 36氪游戏(ID: Start36KrGames ) 封面来源 | 游戏 截图 「为什么这游戏要排队啊?」 近期我的不少朋友登上《英雄联盟》,都不禁会发出一句相同的感慨。 毕竟《英雄联盟》用户流失基本成了玩家们公认的事实,毕竟游戏除了赛事高峰期,很少会出现排队的情况,甚至很多时候,哪怕是白银、黄金等常见段 位,玩家开一把排位赛都得花几分钟时间来匹配对手。作为一款已经运营16年的游戏,《英雄联盟》正不可避免地慢慢变成玩家回忆中的过去时。 不可否认,它曾影响了一整代人的游戏体验,并在中文互联网构建出了数量庞大的游戏社区群体,其中还不时会诞生出类似「虚空索敌」「YYDS」等破 圈梗。哪怕时至今日,它也仍旧是大家耳熟能详的存在,但更多时候,《英雄联盟》已经缺少了让玩家打开游戏的动力——本来应该是这样的。 换谁恐怕都没办法想到,就是这样一款逐渐不温不火的产品,如今连工作日的晚上都开始排起了长达十多分钟的长队。随着玩 ...
游戏比赛,没人看了?
投中网· 2025-12-02 07:01
Core Viewpoint - The article discusses the declining popularity of esports events, particularly focusing on the LPL (League of Legends Pro League), highlighting the drop in viewership and sponsorship as key indicators of this trend [5][6][14]. Group 1: Decline in Viewership - The LPL experienced a significant drop in viewership after its peak years, with the 2023 Spring Finals recording only 1.338 million views, a decrease of nearly 70% compared to 3.654 million views in the 2022 Spring Finals [9]. - In 2024, the peak viewership for the LPL Spring season was 290,000, but it fell to 208,000 during the Summer season, returning to 2023's low levels [9][11]. - Despite a slight recovery in 2025, the viewership numbers remained low, with peaks of 189,000, 207,000, and 192,000 for the first three segments of the season [11]. Group 2: Ticket Sales and Attendance Issues - There has been a noticeable decline in ticket sales for live events, with reports indicating that venues like the Suzhou LNG arena struggled to sell tickets even at reduced prices [12]. - Attendance at events has also been poor, with instances of sparse crowds reported during matches, indicating a lack of interest from fans [12]. Group 3: Sponsorship Withdrawal - The number of sponsors for the LPL has drastically decreased, from 16 in 2021 to only three by 2024, as major brands like Nike and Mercedes-Benz withdrew their support [13]. - The decline in sponsorship is attributed to the LPL's poor performance in international competitions, leading to a loss of confidence from sponsors [13][14]. Group 4: Changes in Player Engagement - The player base for games like League of Legends has seen a decline, with monthly active users dropping from 143 million in early 2024 to 128 million by January 2025, a decrease of approximately 10.5% [16]. - The introduction of new game modes has led to a shift in player engagement, with many players gravitating towards more casual gaming experiences rather than traditional competitive formats [17][18]. Group 5: Industry Challenges - The esports industry is facing challenges related to talent development, with a lack of emerging stars to replace aging veterans, which is impacting the competitive landscape [20][21]. - The operational model of esports leagues has been criticized for focusing on short-term returns rather than sustainable growth, leading to a lack of investment in youth training programs [21]. Group 6: Changing Perceptions of Gaming - The value of gaming is evolving, with players seeking diverse experiences beyond competitive play, such as social and casual gaming, which diminishes the focus on esports events [26]. - The rise of streaming platforms has shifted the way players engage with games, allowing them to discover new titles without relying on esports events for exposure [23][24].
沙特豪掷7亿给电竞俱乐部,中国队赚到钱了吗?
创业邦· 2025-08-29 03:23
Core Viewpoint - The article discusses the varying attitudes of esports clubs towards international expansion, particularly in the context of the Saudi Esports World Cup (EWC), which offered significant financial incentives for participation and performance [3][19]. Summary by Sections EWC Overview - The EWC took place from July 7 to August 24, with the Saudi government investing over $70 million in prize money for 25 game projects and an additional $20 million to support 40 esports clubs in brand promotion [3][4][7]. Chinese Clubs Participation - A record 22 Chinese clubs participated in 23 projects, marking the largest international representation for Chinese esports [5]. Chinese clubs achieved notable success, winning championships in five projects, including "Honor of Kings" and "CrossFire" [11][12]. Prize Distribution - The total prize pool for EWC was approximately $90 million (around 700 million RMB), with $70 million allocated for performance rewards and $27 million for clubs based on their points ranking [4][8][10]. The top-ranked club received $7 million [8]. Performance of Chinese Clubs - Chinese clubs AG.AL, Weibo Gaming, and KuaiShou Gaming ranked 6th, 8th, and 9th respectively in the overall standings, a significant improvement from the previous year [5][12]. AG.AL earned around $200,000, while Weibo Gaming and KuaiShou Gaming received approximately $140,000 and $110,000 respectively [12]. Club Cooperation Program - The Saudi government initiated a "Club Cooperation Program" with a budget of $20 million, allowing selected clubs to receive up to $1 million for promotional activities [14]. This program aims to enhance the brand influence of both the EWC and participating clubs [14][16]. Revenue Sources for Clubs - Esports clubs primarily generate revenue through advertising, commercial partnerships, and sponsorships, which surpasses earnings from tournament prizes [22]. AG.AL's chairman noted that success in international competitions enhances brand influence and attracts more commercial opportunities [17]. International Expansion Strategies - Chinese esports clubs are exploring various international expansion strategies, including participating in high-profile international tournaments, establishing overseas branches, and acquiring foreign clubs [21][23]. AG.AL is actively expanding globally, while EDG is taking a more cautious approach [23][24]. Future Outlook - The article highlights the competitive landscape of esports, with clubs needing to achieve good results to enhance their influence and revenue potential [20][22]. The ongoing internationalization of esports presents both opportunities and challenges for Chinese clubs [21][24].