Hao Fang demand history of the development, thank you

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Experts answer: when the electronic games were included in the formal national sports events, the previously difficult time in the country, be seen as "Wanwusangzhi" e-sports players are suddenly bright overhead. Moreover, the electronic games will soon also becomeRepresent the pioneers of new industries. E-sports in China as the largest platform provider, Hao Fang online obviously this has been a lot of sweetness, of course, ho had only a side line of terribly clear their minds. Recently, taking advantage of Shanghai's party-line Information Technology Co., Ltd. Hao chief operating officer of PingTogether a business trip to Beijing, he was interviewed. The former Yahoo China to enter China after the first general manager, in line last year after joining Gallant received a very difficult "task": the rise of professional players online Haofang influential group in the same time, the mass consumption the hearts of those who shape their E-sportPlatform leader's image. According to Zhang Ping cooperation, said the purpose of this Gallant is to make money online, but also to make big money, "the expected value in the tens of millions." E-sports in China has become difficult in China remains conservative, the young man born in the 80's was brought to bear the "video games are harmful" type of theoryGrew up in the mainstream of society is still occupying the status of parents and grandparents have always suppressed the development of the industry. Once the kids to enjoy playing the game was as a "do not like reading bad guys", ranging from harsh criticism, while in full punches were thrown. When these people grow from young children, but finally met the great development of the network industry, Shanda miracle the whole world look askance, even if "electronic heroin" so discordant tone, but ultimately can not stop the network sweeping the whole of China. When the network started the game in order to profit when the great development of China's electronic games industry is still in the midst of darkness. Even if the "StarCraft""Counter-Strike," "Warcraft," the emergence of such Masterpieces loudly, nor to change the electronic games industry, waiting to see more people, fewer people practice the situation. After all, we should take the game into life as a professional way, in three years ago is that it requires great courage. Also, because all the hardware environment was unfavorable, such as gameSoftware prices are too high, not yet ripe for national broadband network environment, the computer penetration rate is not high and so on, have limited the domestic e-sports industry. Together such as "electronic games can compete? Can make money?" This lack of understanding of e-sports, social exclusion in this area is even more evident.Does not know football, but basketball is a game, but because the job of bringing numerous million worth of players and owners. Electronic games, is also a can be "economic" in the competitive, it can also create a star - agents - the club's business model, but how many people did not understand thisPoint. In this era, electronic games are hard. In order to match the need to take dozens of rush-hour train local competition; no training ground, can only hone their own technology in the home; more importantly, there is no exchange, the level of increase is severely restricted, but the Chinese do not rely on forward their unyieldingWill scratch the same in the international arena and achieved good results. Created a network online games game company, has created the Internet cafe. In that era of chaos, "StarCraft" on domestic mixed network of private war, "Counter-Strike" to rely on Internet cafes in the LAN connection, the lack of exchange of electronic gamingNo future. Mainland gamers and more and more, but have never been able to raise the level of inadequate communication. Hao Fang-line in September 2002 launched a timely manner, at last there was a rate of domestic good, stable platform, content-rich online play platform. E-sports players boiling, and they rushed into theHao Fang into the platform, most importantly, meet and exchange ideas embodied most vividly here. Zhang Ping, the construction of online sports communities together in the hearts, Hao Fang online more like a community, an expertise in e-sports community. We all know, sports has become a nationally recognized and support the sport, involving not only physical, Also including surrounding the new economic power. In South Korea, with an annual output value of electronic games Yi 4 billion U.S. dollars in the industry, equivalent to about 33 billion yuan RMB, and its related industries in the value chain, even more than the automobile industry. In China, the E-sports in the ascendant, the industry breeds a remarkable potential, the economic chain. 10 times in the face of Korea's domestic e-sports market, calling times the popularity of e-sports, users want the game no longer limited to certain Internet cafes or region, but the entire region, country and the world wide communication. Fang Hao war platform in the context of this trend emerged. Hao Fang-line from
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