esports
- n.电子竞技
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Meanwhile , the Ministry of Education has listed " eSports management " as a new university major .
同时,教育部也新开设了“电子竞技运动与管理专业”。
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ESports is definitely not a waste of time for big sponsors .
对于大赞助商们来说,电子竞技绝对不是浪费时间。
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Wang Ya is the head of an online eSports company .
王烨是一家网络电竞公司的经理。
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However , experts still say China 's eSports industry requires a platform to cultivate innovative talents .
然而,专家仍然表示中国的电竞行业需要更好的平台以培养更多创新人才。
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Good eSports players can rake in big money .
优秀的电子竞技玩家可以迅速赚到很多钱。
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Industry experts estimate eSports revenues could come close to half a billion dollars this year .
行业专家预计今年电子竞技行业的收益将达到5亿美元。
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A big part of " eSports " is the concept of balanced play , level playing field .
电子竞技的一个重要内容是平衡及等级分野。
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Big brands find it hard to fit their traditional sports sponsorship and advertising models onto eSports .
大品牌很难将对传统体育的赞助和广告宣传模式复制到电子竞技行业当中。
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ESports as a whole is fragmented , global , and for the most part completely online .
而电子竞技行业则是碎片化的全球性行业,很大程度上属于在线行业。
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It is not if , but when will eSports become the most popular sport in the world .
电子竞技成为全球最受欢迎的运动只是时间早晚的问题。
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One trend that 's clear with eSports is the crossover into holding major events in traditional sports venues .
电竞比赛发展的显著趋势之一,就是将比赛搬到传统的体育场馆。
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We believe that eSports helps keep the X-Games relevant .
我们相信电子竞技有助于保持X-Games极限运动的关注度。
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Even the NFL has taken notice of eSports .
就连全美橄榄球联盟也开始关注电子竞技了。
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ESports fans currently generate an average of $ 2.2 per person per year , without game revenues taken into account .
电子竞技的粉丝人均每年为该行业贡献2.2美元收入,其中不包括游戏收入。
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Coca-Cola ( KO ) is one of the biggest brands to enter eSports .
可口可乐公司(Coca-Cola)正是进军电子游戏市场的最大品牌之一。
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Intel has been sponsoring eSports for over 10 years now .
英特尔公司(Intel)赞助电子竞技已经有十年的历史了。
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Until such a game comes we need to be ready to give our esports heroes a funeral some day .
如果有这样的游戏,有一天我们就可以给我们的电子竞技英雄们准备葬礼了。
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And as this audience grows , more brands that sponsor traditional sports will be investing in eSports .
随着观众人数增加,更多传统体育的赞助品牌将投身电子竞技行业。
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Newzoo 's current eSports revenue projections use a conservative $ 3.2 average revenue per fan figure for 2017 .
Newzoon对2017年的电子竞技收入预测,采用了人均3.2美元的保守估计。
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With growth mainly driven by a larger audience , global eSports revenues will still rise to $ 451 million in two years from now .
在观众基数增长的带动下,全球电子竞技行业的收入将在两年内增长到4.51亿美元。
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Xiao Hong , an expert on the video game industry , says attitudes towards eSports in China have changed dramatically over the years .
电子游戏行业专家萧洪表示,中国人对待电竞的态度在过去几年间发生了巨大的转变。
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ESports are very innovative , and that fits perfectly not only with Nissan products , but our marketing strategy .
电竞是创新性很强的项目,因此它不仅非常适合日产的产品,也非常适合我们的营销战略。
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The energy drink hosts its own eSports events around the country with top players and invites fans to watch live and online .
该公司还自行举办了几场电竞比赛,邀请美国国内的顶尖选手参加,并且邀请游戏爱好者观看在线视频直播。
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League of Legends is currently the most popular eSports game in the world with over 85 million players across the globe .
《英雄联盟》是当下全球最火的电竞游戏,玩家超过8500万人。
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Warman says a lot of these companies are already talking to his research firm about the best ways to connect with eSports fans .
沃尔曼表示,许多公司已经开始与调查研究公司商讨吸引电子竞技粉丝的最佳途径。
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We feel that the introduction of the Arena system created a viable platform for competitive PvP and eSports in World of Warcraft .
我们认为竞技场系统的引入为魔兽世界创造了一个对抗性的电子竞技内容。
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More than a third of all Chinese video game enthusiasts are said to spend at least six hours a week watching professional eSports tournaments .
超过三分之一的游戏玩家表示他们每周至少花6个小时看职业电竞比赛。
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We have faith that they will be a great partner in helping to advance eSports not just in Korea , but around the world .
我们也相信他们在帮助推广电竞时将是个很好的伙伴,此种关系将不只是在韩国,而是在全世界。
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Russell Schwartz , president of theatrical marketing at Relativity said eSports is the new appointment TV , only it 's online .
Relativity公司剧场营销总裁拉赛尔o施瓦茨表示,电子竞技已经发展成一类新的电视节目,只不过是在网络上播出。
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In the meantime , investors see eSports as a thriving industry that continues to catapult its way to record setting profits year after year .
而在投资者的眼中,电竞业蓬勃发展,每年都在刷新去年创下的收益记录。