Global monopoly of technology

Chapter 280 [Korean Dissatisfaction and Honest Body]

For WRPO event brands, sponsors are the biggest source of revenue. There is no doubt that sponsors are the main source of income for any sports industry.

But not all. According to the WRPO alliance system, to apply to join the brand's e-sports game project, its game manufacturers have to put 3% of their income into the WRPO alliance’s fund pool every year, in addition to drinks, souvenirs, clothing and other peripherals Sales and event ticket revenue.

In short, for the e-sports carnival that players and spectators gather every year, the major manufacturers and event organizers try their best to deceive the wallets in the pockets of players and spectators from all aspects.

However, it is worth mentioning that, like the profits of peripheral sales here, mainly depends on the major overseas divisions.

Without him, you basically can't get the money here in China, because how can piracy and unscrupulous merchants let go of this feast, the profits are all taken away by them, and the quality is not good.

Whether it is the WRPO operations division or the parent company Bluestar Technology Group, there is really no way to deal with such domestic problems in a short time. After all, the domestic recognition of intellectual property rights has only been a few years, and the general environment can only open one eye. Close one eye, power should be the role of the incubator to cultivate the potential of the Greater China market.

Another big income is the broadcast rights of the event, which is also a big income.

If you ask where the e-sports atmosphere is the strongest in the world today?

There is no doubt that it is South Korea!

Koreans became the first game show "GamePlus" produced and broadcast on cable television 11 years ago. Ten years ago, the first StarCraft event PKO began to broadcast, and Tooniverse's first "StarCraft League HTS" nine years ago. It started broadcasting and became the world's first e-sports league. In the same year, OnGmaeNet TV station, also known as OGN, was established, which is the world's first 24-hour professional game broadcasting TV station.

In 2004, the live audience of the StarCraft SPL League held by OGN exceeded 100,000. This is a Guinness World Record in the history of e-sports competition.

The e-sports industry is so brilliant in South Korea. When it comes to the history of e-sports, I am afraid that the Koreans cannot be avoided. The contribution of Koreans to e-sports is a fact that must be admitted.

In the 2006 WCG World Finals, OGN used satellite live broadcast, which was the first time in the history of the game.

This time the WRPO World Number One Player Tournament, the Korean OGN TV station spent 15 million US dollars to win the broadcast rights in South Korea. In terms of the details of the negotiations, only the "StarCraft" WRPO event broadcast reached 1,000. Ten thousand dollars in terrorist expenses.

No way, the StarCraft project is a "national skill" in Korea. In today's South Korea, if a local man says that he can't play StarCraft, he will be despised. Although it is a bit exaggerated, it can also reflect this era of StarCraft. The influence of the game in Korea is indeed unmatched by other regions.

It may be difficult to understand in other regions, but this is the truth. It is also because Blizzard is jealous and jealous, and even suspicious of life: I am the inventor and owner of this game, but I am not the biggest beneficiary?

Everyone doubts life.

Therefore, Blizzard Entertainment backhanded out the development plan for the "StarCraft 2" game project, preparing to retake the big cake of the e-sports industry.

Right now, Koreans are discussing it online, and Reddit has a large number of posts related to the top player contest.

"Ah Xiba, the Chinese destroyed WCG with their own hands. It was supposed to be Smecta, the pride of e-sports events!"

"WRPO or something really hates Smecta..."

"Will the e-sports industry in South Korea, which has been developing for ten years, be taken away by the Chinese? West Eight!"

"Very angry, helpless, and depressed."

"However, OGN spent 21.6 billion won (15 million U.S. dollars) in order to obtain the broadcast rights of the WPRO event, which is so stubborn!"

"Boycott WRPO events."

"Although WCG is a pity, I still want to watch Song Binggu Sangsu's game, and hope he can take home the StarCraft Trophy."

"Haha, at least there is no suspense about the champion of the interstellar project, you can lock the trophy in advance, Ness! Moon is also a big favorite for the World of Warcraft champion."

"Think about it, taking back the trophy and bonus from the opponent is also a great Smecta."

"Self-comfort and anesthesia, Xiba!"

"Oh, Xiba!"

...

The Koreans hate the birth of WRPO, because the glass-hearted sticks saw their WCG brand from the industry leader pioneer, and overnight became a secondary event for players to score points for entering WRPO.

But one yard goes to one yard, and he says to resist, but the body is still very sincere.

The merchants in South Korea are not stupid, so this time OGN TV has spent a lot of money to get the exclusive broadcast authorization of WRPO events in South Korea.

Money still has to be earned.

The Koreans have actually found some comfort, that is the strong position of the Koreans in the "StarCraft" of the WRPO event. If it is not for the regional points system, the top three in each sub-region standings can enter the WRPO, the top sixteen stars. The players are all Korean.

There is really no way. The Korean dominance in the interstellar e-sports project is almost unshakable. After all, others have been cultivating for eleven years, otherwise they will not be called "national skills" by the Koreans.

However, with Luo Sheng's globalization in the field of e-sports, the Korean dominance in the field of e-sports must be at least five years shorter than the previous life, or even worse.

Event rules such as WRPO also promote the flow of Korean e-sports players to other regions and become foreign aid to other regions, so that they can get tickets to enter the WRPO finals through other regions to grab money.

and so……

In the WRPO finals, there were more than three Korean players in the interstellar project, but ten...

However, in the long run, it is good for the development of the entire WRPO alliance system. These top Korean masters come to other regions to "slaughter chickens" to grab money. They are also training rookies. Frequent confrontations with masters will definitely improve their strength.

Unless the local e-sports players are also like the national football team, it is impossible for Luo Sheng's WRPO to tolerate this kind of players in the front line and wait for death.

The Korean players who go out also have a price. Leaving the fierce competitive atmosphere in South Korea, their competitive level will become more and more sophisticated all day long, and they will slowly become a chicken. .

Almost without exception, while the interstellar players who left South Korea are robbing money overseas, their strength has also declined significantly. When they return to China again, they will be hung up and beaten by their opponents for a long time, and then they may return after working hard. Strength to the peak period.

There must be something to do with it.

As the overall layout of the entire e-sports industry, Luo Sheng does not want any popular e-sports project to be ruled by a single region for a long time. This is not conducive to the development and growth of the entire industry. The best situation is that all major competition areas of the WRPO trophy Only by taking turns home can they stimulate the competitive atmosphere in the major competitions, and only with small amounts of money can they soar.

...

"Oumaika, this is China? Did I take the wrong flight to Tokyo, right?"

"This……"

"Damn it, BBC News fooled me miserably!"

On a civil airliner, a young man from the UK saw the city below through the plane’s window and was taken aback for a long time.

After getting off the plane, he wandered around in this fashionable modern city, and finally confirmed that this is not Tokyo, but the city of China, the host city of the first WRPO event.

The young foreigner was very angry. He took out an Azure mobile phone backhand and logged into MicroBlog to post a blog post, and then took a few pictures on the street and shared it on the BlueSpace social networking site.

Although few fans paid attention, he still angered on his social account that the BBC media reported fake news to deceive him. He almost didn't come because of this before.

He thought that China was really backward and poor as the report said, and he was afraid of disappointment in vain.

As a result, the prosperity of the city at my feet is no worse than that of London.

I have to say that European and American people pay little attention to China. In their eyes, Japan is more famous in Asia because of games and animation.

As for China, the impression given to them seems to be a world factory that helps them make daily necessities.

Almost every young person in China can speak a few words of English, such as the one at the beginning of F, but few Europeans and Americans can speak a word, even if it is "hello" or "draft code".

In this regard, Europeans and Americans are really "ignorant" for many reasons. For example, they never care about what is happening in China, have little interest, and even most Europeans and Americans do not know that China is on the world map. This is definitely not a derogation, but a fact, especially the geographical knowledge of ordinary Americans is really touching, even if you rotate the map of the United States 180 degrees, you don’t know.

This is incredible for a Chinese, most ordinary Americans are so ignorant.

Let’s talk about the mass consumers in Europe. About 50% of the general mass consumers of the Azure series of mobile phones under the Cote d’Azur company think this is a local European brand, 20% think this is a non-European brand, and 10% think this. It is a product of Sony, or a product of another Japanese technology company, and 15% of it considers this American brand.

Only less than 5% knew this was a Chinese brand right away, and it felt unbelievable to know that it was fake news.

There are many reasons for this result. For example, European consumers don’t care about China at all, or don’t care much about the origin of the brand. They pay more attention to the product itself. Another reason that cannot be ignored is that the company’s localization transformation is quite significant. It is so successful that ordinary consumers who receive less information subconsciously think that this is a local European brand.

Even now, 35% of the users of Bluestar Technology’s products believe that the Internet products they use, such as social networking sites BlueSpace, MicroBlog, and MusicSpace, should be considered American.

In fact, this is the result that Luo Sheng is most willing to see, and it is also a symbol of the success of business globalization. It is all small money.

It's great to make a fortune by muffled voice.

However, as the company grows and grows, its popularity is gradually expanding. The earth will eventually become "smaller and smaller" and eventually become a "global village." .

Someday consumers in Europe and the United States will know that the products they can't live without are not local brands, but from a country they never cared about...

...

(Ps: The big chapter broke out today, and the plot of e-sports and virtual singers is accelerated through the amount of updates, but everyone has to subscribe to the duck. It may be one or two cents for everyone, but it is just right for the author. The root of the meal...)