In preparation of the Europe-China Gaming & E-Sports Matchmaking Day that the EU SME Centre and China-Britain Business Council are organising on 24 September 2021 in hybrid format (online+offline in Shanghai), we would like to invite your company to participate in a introductory webinar on 22 July 2021.
China is one of the most dynamic markets for the gaming industry. The Chinese gaming market is expected to register at 14% CAGR during the forecast period 2021-2026.
Within the gaming industry, mobile games occupy the largest market share. According to the Game Committee of the Publishers Association of China, the share of sales revenue of the mobile games in the gaming industry in China reached 68.5% in FY2019, from 62.5% in FY2018. According to SensorTower listing, the top 30 Chinese game publishers accounted for 26 percent of the global mobile gaming revenue for June 2020.
Several international companies are entering the market, either by acquiring shares in Chinese gaming vendors or by sponsoring professional players’ teams. Other common means include developing games for Chinese companies, or selling gaming apps through Chinese mobile stores. During this webinar, therefore, we will provide an overview of the following aspects:
- Introduction to the Europe-China Gaming & E-Sports Matchmaking Day that is being organised for 24 September 2021, including overview of Chinese gaming companies participating, as well as facilitation services for game devices & entertainment equipment offered by the National Base for International Cultural Trade (Shanghai)
- Overview, trend and regulations of the game industry in China, market entry requirements and opportunities for European companies, and international collaboration on IP development, localisation, investment, etc. With focus on the gaming cluster in Shanghai;
- Needs and good practices for international collaboration on e-sportsin Shanghai, including how Europe and China work in e-sports, especially on club management, championship introduction, talent introduction and cultivation, etc.
The objective of the webinar is to present to European gaming & e-sports companies the opportunities, needs and challenges for potential business cooperation with Chinese counterparts.
We are targeting the following types of European companies: developers, publishers, platforms, content providers, legal services, localisation, visual design, etc.
This webinar is organised in partnership with the National Base for International Cultural Trade (Shanghai), the Shanghai Online Game Association, and the Shanghai E-Sports Association – all of which will also be our key partners for the EU-China Gaming & E-Sports Matchmaking Day that will take place on 24 September 2021. Read more here
Language: Chinese (with simultaneous translation available)
You can find the recorded webinar on Youtube:
16:00-16:05 Opening remarks & Scene setting
– Alessio Petino, Knowledge Coordinator, EU SME Centre
16:05 – 16:20 Greeting & Intro of NBICT Intro & Call for 924 Section – Mrs XU Chenmin, Vice General Manager, National Base for International Cultural Trade (Shanghai) (NBICT) 16:20 – 16:35 Overview of Game Industry in China, and the industrial cluster effectiveness in Shanghai – Mr HAN Shuai, Secretary General, Shanghai Online Game Association (OGA) 16:35 – 16:50 International Collaboration on E-Sports in Shanghai: the mutual exchanges – Mr ZHU Qinqin, Secretary General, Shanghai Electronic Sports Association (SESA) 16:50 – 17:00 Q&A
About the speakers:
Mrs XU Chenmin, Vice General Manager, National Base for International Cultural Trade (Shanghai)
Authorized by the Ministry of Culture of the People’s Republic of China (Now the Ministry of Culture and Tourism of the People’s Republic of China) in October 2011, the National Base for International Cultural Trade (Shanghai) is established as the country’s first base at the national level for international cultural trade, and the only entity that provides public services in this field to operate in the China (Shanghai) Pilot Free Trade Zone (SHFTZ).
NBICT Shanghai hosts at least 1300 cultural entities with a total trade volume of 35 billion RMB and investment of 57 billion RMB. The total construction area is 100,000 m2.
In September 2014, NBICT Shanghai was authorized as the National Base for Copyright Trade (Shanghai), the first base at the national level for copyright trade in Yangtze River Delta Region.
NBICT Shanghai North Hongqiao Innovation Centre launched in July 2020, it aims to construct the surrounding serves for game industry, game IP trade, and bridge the international cooperation and game exchanges.
Mr HAN Shuai, Secretary General, Shanghai Online Game Association (OGA)
Shanghai Online Game Association, founded on 26th November 2016, is organized by a number of online gaming companies in Shanghai. This Non-Governmental organization mainly focus on serving the gaming industry and setting the regulation for the industry. There are over 120 members in this organization.
Shanghai Online Association follows the national laws and regulations to normalize the operation of research and development of our members, facilitate the development of online gaming industry, improve the level of technology in gaming industry, safeguard the legitimate rights of online gaming companies and enhance the communication and cooperation in online gaming industry.
Mr ZHU Qinqin, Secretary General, Shanghai Electronic Sports Association (SESA)
Shanghai E-Sports Association is founded in May 2007. It is approved by Shanghai Sports Bureau, registered as the only municipal professional corporate organization in Shanghai Administration of Social Organizations. Shanghai E-Sports Association is in charge of the management and planning of E-Sports events in Shanghai. Currently, there are over 140 member companies.
Their member companies include Tencent, NetEase Blizzard, NetEase Games, Perfect World, NUVERSE (Byte Dance), SUPERCELL and other leading gaming companies. Meanwhile, TES, LNG, VG, OMG, EDG, Sunning, BLG, QG and other leading E-Sports Clubs are also the members of this association. In addition, there are several E-Sports education companies, and other media companies included in the association.