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The Video Game Tycoon

!!! MACHINE TRANSLATION !!! !!! IT'S NOT AN MTL AND I POSTED IT HERE SO I COULD READ WITHOUT WIFI ON PHONE APP SK DON'T EXPECT QUALITY TRANSLATION !!! Video games are one of the important ways to entertain people in the new era. However, the Japanese Zhu Yuxing who traveled to a parallel world found that the game industry in this world was extremely sluggish, and it seemed that it had never emerged. So Zhu Yuxing decided to bring the ninth art to the world. "Mom, Super Mario 3 is out! This is my most wanted Christmas present!"

slimy_Boi · Videojogos
Classificações insuficientes
761 Chs

===377 Honors===(None Edited)

  Before the bidding meeting, the first World E-Sports Competition officially kicked off from the audition.

  The main organizer is South Korea, and they paid all the funds in order to create an eye-catching electronic event.

  This new competitive entertainment mode is very novel in the eyes of many people.

  Street Fighter, Need for Speed, Street Basketball, StarCraft.

  These games are highly entertaining competitive events.

  In the initial audition, countless people participated.

  The first is the high bonus return, and the second is the honor.

  A lot of players don't have a sense of honor at first, they just think video games are more fun.

  However, competition is the product that most easily stimulates human enthusiasm.

  No matter what form this competition takes, winning or losing is one of the most attractive points for human beings.

  Therefore, when each project has one or more players competed among countless people, these people have also become like stars.

  Although they can't compare with real sports stars, they also have their own fans.

  This is a big leap forward for their past game nerds.

  The finals officially started in September, and countless players from the United States, Japan, and other scattered regions gathered in Seoul, South Korea.

  Electronic product manufacturers who discovered business opportunities suddenly realized the potential of e-sports at this time, and many of them were very annoyed that they did not invest in e-sports in the first place.

  The Japanese chaebols who initially invested, as well as the South Korean consortiums, have made a lot of money.

  Some made money and fame, while others took the opportunity to sell their own products, which led to a small increase in their product sales.

  Games like StarCraft are the most suitable for advertising peripherals such as headsets, mice, keyboards, and monitors.

  As long as e-sports players use a specific product, it is tantamount to advertising to the manufacturer.

  Among them, the most publicized products are naturally a number of electronic companies from South Korea.

  "Players from all over the world! Welcome to the first World E-Sports Competition, where you can find like-minded partners and powerful rivals. There are passionate battles and unforgettable events here. Korean style, please enjoy this world e-sports competition to the fullest! Win your glory!"

  In the largest stadium in Seoul, multiple e-sports events officially started on the same day.

  The broadcast rights of the live broadcast are handed over to TV Tokyo. They will be in charge of the broadcast rights of the event within five years. Youxing Electronic Entertainment only needs to be at ease and count the money later.

  Of course, not all the money for broadcasting rights was given to Yusei Entertainment and TV Tokyo.

  Among them, about 30% will be allocated for incentive bonuses and club dividends.

  This is the model of learning traditional sports events.

  Sell ​​the broadcast rights, and then distribute the money to the various player clubs under the e-sports event.

  In addition to the money for broadcasting rights, a portion of the advertising fee will also be distributed to the club.

  This amount of money is not particularly large at the moment, but it has already allowed these e-sports clubs to see signs of profitability.

  As long as e-sports can really grow to a scale similar to that of traditional FIFA or the Super Bowl, then these e-sports clubs can really make money, rather than simply generating electricity with love.

  This is also what Takeyusei promised from the very beginning to the chaebols who originally founded the club.

  Their efforts will surely be rewarded handsomely in the near future.

  Before, the e-sports war between the United States and Japan has already made some e-sports clubs make some money.

  And this time, the scale of eSports has once again risen to a new level.

  Before, it was just a small fight between a few local chaebols and Ustar Electronic Entertainment.

  The so-called war between Japan and the United States is nothing more than a publicity stunt.

  But this time it is held by a country, and the force will be different immediately.

  However, not all countries can do this. South Korea has no choice. E-sports may be an opportunity to turn around. Other countries have better development methods. E-sports is regarded as a national strategic development plan.

  It can be said that only the slightly weird brain circuit of the stick can be led by the government to do this kind of thing.

  And the facts have proved that the effect is still good.

  The day after the competition opened, TV Tokyo released live broadcast statistics.

  The number of viewers of the webcast is in the range of one million.

  This million people are mainly concentrated in the United States and South Korea, and Japan only ranks third.

  The live TV broadcast is a joint live broadcast of several TV stations. Japan's enthusiasm for e-sports is still not as good as that of South Korea and the United States. This is a little surprising to TV Tokyo. They thought they could make a difference through the broadcast of this event. the road.

  It seems that the Japanese people are still more conservative, traditional sports events still occupy the mainstream, and they are temporarily unable to accept this new form of competition.

  In South Korea, because of the government's promotion and the popularity of young people, the ratings are very good.

  Not to mention the United States.

  Video games in the United States have become the most fashionable thing, and young people almost love to play them. At the same time, the United States is also very competitive, especially young people, who want to see the United States dominate in various competitive programs.

  Then, the next month was a scramble across multiple esports events.

  First, Street Fighter competed for the final championship, which was won by a player from Japan.

  The American player took the second place.

  This is a news worthy of publicity. The Nikkei Shimbun printed the latest newspaper news on the same day, and the next day was filled with all kinds of compliments to the Street Fighter champion. By the way, I praised the game Street Fighter again, saying that this game has well promoted oriental culture and made the art of fighting the most fashionable thing now.

  This kind of publicity is actually because Japan Economic News has shares in Yuxing Electronic Entertainment.

  After years of hard work, the friend of Zhu Yuxing's father has been promoted from a deputy director in charge of real power to a new director of Economic News.

  The assets and shares he holds can naturally be linked to the Japanese economic news company, and it is a matter of course that they will vigorously praise Yuxing Electronic Entertainment.

  In this e-sports competition, Zhu Yuxing also participated, and he personally presented the championship cup to the first player to win the world championship.