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Games, E-sports, and The Whole Scene Open A New Mode of Cross-Sector Integration!

The "14th Five-Year Plan for Cultural Industry Development" issued by the Ministry of Culture and Tourism clearly defined the goal of optimizing the supply of key cultural industries in the improvement of the cultural consumption environment-section, and proposed that to promote the innovation, transformation, and upgrading of the entertainment industry. Besides, we also need to implement sunshine entertainment activities, develop new healthy and hi-tech entertainment methods, innovate entertainment formats and products...promote the integrated development of e-sports, game and amusement industries, and the development of immersive entertainment experience products. The cross-sector integration of e-sports + amusement and entertainment venues include immersive entertainment experience products such as VR, script killing, and escape rooms. It even derives "Game +" as the theme of e-sports events, film and television animation IP, social activities, theme parks, scenic spots, cultural tourism hotels, restaurants, bars, and gymnasiums. With the emergence of these new technologies and new business models, the offline indoor amusement and entertainment industry is ushering in a second spring.

Wahlap Technology, the first listed domestic commercial game and amusement company, recently revealed that based on the new concept of "Game +", it is actively promoting the carnival sports space project in Dongguan, creating a full-scene, immersive, pan-entertainment, pan-sports indoor park. Spanning 5,000 sq.m, the park integrates games and entertainment, sports competitions, adventure challenges, and sound and light experience, and plans to install interesting trampolines, transparent rock climbing equipment, indoor bungee, sky walks, devil slides, live CS and other recreational projects. The goal of the project is to become a good place for generation Z to relax, exercise and seek entertainment; a new choice for groups and families. On August 23, Beijing POP MART established its sub-branch - Beijing POP MART Park Management Co., Ltd. with a registered capital of RMB 10 million ($1.55m). POP MART holds 100% of the shares, with its business scope of urban park management, amusement parks, and amusement activities. In March this year, Wang Ning, the founder of POP MART, said at an analyst meeting that the company planned to gradually develop theme parks and content businesses, and may also get involved in the game sector.

One is a leading manufacturer in the game and amusement industry, and the other is a leader in the fashion play sector. Both of them are simultaneously increasing the investment in physical entertainment businesses, which is a strong demand of people for physical experiential entertainment consumption. Offline amusement places cover a large customer group of different types of groups, such as parents, lovers and friends, with diversified user portraits and strong consumption willingness and ability. As the post-1995 generation gradually enters the society, the consumer market has ushered in new changes. They are more willing to consume, pay more attention to experience consumption, self-pleasing consumption and personalized consumption. The guidance on the development of the entertainment industry in the 14th Five-year Plan for the Development of Cultural Industry is receiving a positive response from the market. The rapid change of pan-entertainment and pan-sports such as games, e-sports, and full scene will open a new mode of cross-sector integration for physical amusement venues!

※The article is published in the GTI Magazine Issue No. 200 in September 2020

 
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