Page 20 - Forbes - Asia (June 2018)
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        China’s $32.5 billion gaming market is driving mobile esports to new heights.
        BY ELAINE RAMIREZ

                                                     gaming market. With   Strike, notes Weiwei Geng, Gen.G’s China
                                                     hubs in California and   managing director. Powered by a tech
                                                     Seoul, Gen.G (short for   revolution and rising incomes, entrepre-
                                                     Generation Gaming) was   neurial young people in the early 2010s
                                                     listed as a South Korean   began to reject the family businesses and
                                                     startup to watch in 2018,   launched their own—including esports
                                                     and recently set up its   teams. “hey didn’t worry about making
                                                     irst mobile esports team   proit,” Geng says. “hat’s their passion.
                                                     of ive players in Shang-  hey have money, they have resources,
                                                     hai to take on the Clash   they have social connections, the network,
                                                     league of 36 teams.    so they upped the standard and quality of
                                                        Arnold Hur, Gen.G’s   esports 2.0 in China.”
                                                     chief growth oicer,      Still, there was a stigma against
        Avid esports athletes playing online battle game Clash Royale.
                                                     expects esports will   dedicating so many hours to gaming.
                  he thriving pro gaming             match regular sports in   But the scene saw a profound change in
                  industry may have its roots   popularity in China and elsewhere in   2016 ater the government, which held
                  in South Korea, but it has   Asia, because those of any skill level can   a longtime stance against gaming and
                  sprawled to unprecedented   play. he rise of mobile is also giving rise   entertainment, recognized China’s global
        Tlevels in neighboring            to new demographics of game players,   competitiveness in the industry and
        China—so much so that it has surpassed   such as older users and people with dis-  pledged its support to develop and invest
        the U.S. market. Asia now makes up half   abilities. “With esports, even if I’m bad   in esports. “hen the whole scene started
        of the global gaming market, according   at it, I can be immediately matched with   to change. People weren’t shy that they
        to market researcher Newzoo.      somebody at my skill level and have a   were in this business,” Geng says.
           While classic titles like League of   great match,” he says.       his year, major companies like JD
        Legends have an unsurprising stronghold   But pro esports is serious business,   and Edward Gaming have entered the
        in China, mobile esports games like   making an estimated $660 million in   fray, with the latter raising $15 million
        Clash Royale and Tencent-owned Arena   2017, with 16% of it from China alone,   from basketball legend Yao Ming, while
        of Valor are propelling the country’s   according to Newzoo data. Perhaps game   Tencent sprawls into TV shows based on
        obsession and redeining the industry.   publishers used to see esports as a mar-  esports players’ lives.
        hirty-six percent of the world’s gaming   keting ploy, but now they are inding it   Despite the boom, there is a commer-
        market is now on mobile devices, with   critical to invest in the creation of esports   cial imbalance: Chinese companies oten
        183 million mobile gamers in China.  divisions, Hur says.          enter South Korea to build esports teams,
           Such fast growth makes China’s   While South Korea remains a crucial   but little business goes in the other
        e sports industry the new frontier for   hub for esports, Hur believes that game   direction, Hur says. “I think China being
        game publishers like Supercell, which is   publishers are putting the U.S. and China   diicult, the very high entry, that scares
        hoping to reinvigorate its two-year-old   on equal footing when considering how   a lot of the teams and companies,” adds
        mega-hit Clash Royale by investing in a   to design and market their games. “But I   Geng. But the founders of Gen.G, who
        new league in which nearly 7,000 players   think in the next ive years, you’re going   knew each other from the hit game pub-
        compete for $1 million prize money.  to have to think about Asia irst because   lisher Kabam, had experience running a
           For Korean-U.S. esports startup   the player base, the fan base, everything   300-person oice in Beijing. Says Geng:
        Gen.G, which grooms and trains gam-  here is growing so quickly.”  “he team knew that if you can igure it
        ers to be international champions, the   he rise of esports in China started   out and do it right, the beneit of getting
        multiplayer online battle game Clash is a   with hobbyists competing in the late 1990s   to China can be huge.”  F
        foot in the door of China’s $32.5 billion   on PC games like Starcrat or Counter   Additional reporting by Yohan Yun.



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