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The live broadcast popularity of the variety show “Battle to the Peak” exceeded 30 million Huya, leading the new track of the e-sports ecology-Qianlong.com China Capital Network

Source title: The live broadcast popularity of the variety show “Battle to the Peak” exceeded 30 million Huya, leading the new e-sports ecological track

On June 11, the first domestic e-sports training program “Battle to the Peak” jointly produced by Tencent Video, VSPN, and King of Glory was launched on the dual platforms of Tencent Video and Huya Live. In the program, 30 e-sports newcomers from the field of culture and sports, including Yang Mi, the spokesperson of “Honor of Kings”, formed different teams. They went deep into the top e-sports clubs and participated in practical training and competition under the steel order of competitive sports. The variety show set off several rounds of discussions on social media.

According to statistics, after the first two episodes were broadcast live on the Huya platform, the total popularity of the live broadcast exceeded 30 million. Huya anchor Lai Shen and many other King of Glory anchors interacted with the live audience on the platform to watch this popular variety show, rushing to many Weibo hot searches and making a strong come out of the circle.

At the same time, the live program of the water friend competition “Fight to the Peak, Dissatisfied with the Canyon”, which was held in conjunction with the program, also started a battle on Tencent Video and Huya live broadcast platform. Ke, Beimu, etc. met in the canyon, and the interaction was full of enthusiasm. In particular, the live broadcast popularity value of the second phase of the water friend match directly exceeded 23 million, and the live broadcast popularity value of the first two episodes exceeded 40 million in total.

Enter by eSportsAsia is a new starting pointpush withlive streamingvariety showofmulti-layercross

Different from the previous forms of live broadcast, the cooperation between Tencent Video and Huya Live adopted various forms such as variety show live broadcast, anchor viewing, and cross-border interaction, creating a precedent for the “e-sports live broadcast + variety show live broadcast” model. On the one hand, Tencent Video continues to show its strong content production capabilities, on the other hand, Huya Live provides more content and interactive extensions for variety shows, making the audience’s experience more “immersive”.

As a new competition item in the Asian Games, e-sports has opened up the boundaries of competitive sports, and “Battle to the Peak”, as Tencent Video’s innovative attempt in the content theme, has brought the culture of the e-sports circle into the public eye and allowed more audiences to understand Real industry ecology. The cooperation between Tencent Video and Huya Live provides a new paradigm for the presentation mode of e-sports content, and the content of long video programs will also radiate new vitality on the live interactive channel.

In addition, the flexible competition form and competition system planning also provide content extension and popularity for the show, and variety shows that can only be watched on the screen can also attract fans to participate. These interactive and interesting contents that can show the real business form collaborate with cross-circle and wide-ranging communication channels, and through e-sports programs, which are easily accepted by the public, make the “true face” of the e-sports industry more three-dimensional. It is displayed in front of a diverse, open and inclusive audience.

Dong Rongjie, CEO of Huya Company, once said that as a live broadcast platform, Huya is connected to the anchor at one end and the users at the other end. The two groups are the most active factors on the platform, “the source of Huya’s vitality”. Therefore, the mission of Huya Live is very clear. On the one hand, it needs to empower the anchor and on the other hand, it must continuously upgrade the user experience.

As an industry-leading game live broadcast platform, Huya continues to pay attention to and actively participate in the content of “League of Legends” related events. LCK), League of Legends European Championship (LEC), League of Legends Championship Series (LCS), League of Legends Pacific Championship Series (PCS) in one live broadcast platform. In the first quarter of 2022, the MAU (monthly average number of active users) of Huya’s live broadcast mobile terminal reached 81.9 million, a year-on-year increase of 8.5%; copyright competitions continued to be one of Huya’s business priorities. During the quarter, Huya broadcasted about 80 copyright events, with a total of over 700 million viewers. Although the first quarter is usually not the peak season for copyright events due to seasonal factors, the total viewership of the events in this quarter exceeded that of the fourth quarter of 2021.

These data show that users are accustomed to watching e-sports competitions on the Huya platform, and the influence of Huya’s live broadcast has become an effective guarantee for the subsequent viewing popularity of “Battle to the Peak”. At the same time, Huya’s rich industry experience in e-sports live broadcast also has a blessing effect on the popularization of professional e-sports by the “Battle to the Peak” program.

Let e-sports goEnterpublicvision

In recent years, eSports is becoming the most sought after competitive sport among young people, and it is also the most direct entry for young people. Especially when domestic e-sports players have reported good news in international events, it has also made e-sports a sport from curiosity to gradual acceptance by the public.

Large-scale e-sports events are mainly presented in the form of competitions, and the participating team members have senior experience and a high level of participation. Ordinary gamers mainly watch events, and have no other channels to understand the story behind the e-sports industry, and the emergence of “Battle to the Peak” makes up for this lack.

First of all, the “new e-sports players” in the program go deep into the training base of professional e-sports players. While showing the daily training of professional e-sports players, the audience has a deeper understanding of professional e-sports players. It is the rigorous day-to-day training, as well as the schedule and psychological construction including physical exercise, that allow e-sports players to perform a high-pitched operation and delicate cooperation on the field. The most important thing is that the “Fight to the Peak Dissatisfied with the Canyon” water friendly competition launched in conjunction with the variety show can allow gamers to deeply participate in it, not only to experience the excitement of the e-sports competition immersively, but also to help the show reach more circles to promote the culture of e-sports and the spirit of e-sports.

Tencent Video and Huya have actively explored the content and format of live broadcast, breaking through traditional business thinking and providing a new cooperation idea for the development of e-sports live broadcast content. From obscurity to the explosion of popularity on social media, from the carnival of young people to the widespread attention, the e-sports industry has gradually broken from the niche to the public. Relying on the real hardcore program content, “Battle to the Peak” has established a vivid and three-dimensional e-sports variety show benchmark for the industry through a set of three-dimensional circle-breaking combination punches formed through the cooperation between Tencent Video and Huya Live. “Battle to the Peak” also provides more feasible integrated development paths for the industry’s future e-sports variety shows and “e-sports +” content, and also allows the e-sports industry to further enter the public’s field of vision, gain wider support, and promote The steady development of the industry.

On June 11, the first domestic e-sports training program “Battle to the Peak” jointly produced by Tencent Video, VSPN, and King of Glory was launched on the dual platforms of Tencent Video and Huya Live. In the program, 30 e-sports newcomers from the field of culture and sports, including Yang Mi, the spokesperson of “Honor of Kings”, formed different teams. They went deep into the top e-sports clubs and participated in practical training and competition under the steel order of competitive sports. The variety show set off several rounds of discussions on social media.

According to statistics, after the first two episodes were broadcast live on the Huya platform, the total popularity of the live broadcast exceeded 30 million. Huya anchor Lai Shen and many other King of Glory anchors interacted with the live audience on the platform to watch this popular variety show, rushing to many Weibo hot searches and making a strong come out of the circle.

At the same time, the live program of the water friend competition “Fight to the Peak, Dissatisfied with the Canyon”, which was held in conjunction with the program, also started a battle on Tencent Video and Huya live broadcast platform. Ke, Beimu, etc. met in the canyon, and the interaction was full of enthusiasm. In particular, the live broadcast popularity value of the second phase of the water friend match directly exceeded 23 million, and the live broadcast popularity value of the first two episodes exceeded 40 million in total.

Enter by eSportsAsia is a new starting pointpush withlive streamingvariety showofmulti-layercross

Different from the previous forms of live broadcast, the cooperation between Tencent Video and Huya Live adopted various forms such as variety show live broadcast, anchor viewing, and cross-border interaction, creating a precedent for the “e-sports live broadcast + variety show live broadcast” model. On the one hand, Tencent Video continues to show its strong content production capabilities, on the other hand, Huya Live provides more content and interactive extensions for variety shows, making the audience’s experience more “immersive”.

As a new competition item in the Asian Games, e-sports has opened up the boundaries of competitive sports, and “Battle to the Peak”, as Tencent Video’s innovative attempt in the content theme, has brought the culture of the e-sports circle into the public eye and allowed more audiences to understand Real industry ecology. The cooperation between Tencent Video and Huya Live provides a new paradigm for the presentation mode of e-sports content, and the content of long video programs will also radiate new vitality on the live interactive channel.

In addition, the flexible competition form and competition system planning also provide content extension and popularity for the show, and variety shows that can only be watched on the screen can also attract fans to participate. These interactive and interesting contents that can show the real business form collaborate with cross-circle and wide-ranging communication channels, and through e-sports programs, which are easily accepted by the public, make the “true face” of the e-sports industry more three-dimensional. It is displayed in front of a diverse, open and inclusive audience.

Dong Rongjie, CEO of Huya Company, once said that as a live broadcast platform, Huya is connected to the anchor at one end and the users at the other end. The two groups are the most active factors on the platform, “the source of Huya’s vitality”. Therefore, the mission of Huya Live is very clear. On the one hand, it needs to empower the anchor and on the other hand, it must continuously upgrade the user experience.

As an industry-leading game live broadcast platform, Huya continues to pay attention to and actively participate in the content of “League of Legends” related events. LCK), League of Legends European Championship (LEC), League of Legends Championship Series (LCS), League of Legends Pacific Championship Series (PCS) in one live broadcast platform. In the first quarter of 2022, the MAU (monthly average number of active users) of Huya’s live broadcast mobile terminal reached 81.9 million, a year-on-year increase of 8.5%; copyright competitions continued to be one of Huya’s business priorities. During the quarter, Huya broadcasted about 80 copyright events, with a total of over 700 million viewers. Although the first quarter is usually not the peak season for copyright events due to seasonal factors, the total viewership of the events in this quarter exceeded that of the fourth quarter of 2021.

These data show that users are accustomed to watching e-sports competitions on the Huya platform, and the influence of Huya’s live broadcast has become an effective guarantee for the subsequent viewing popularity of “Battle to the Peak”. At the same time, Huya’s rich industry experience in e-sports live broadcast also has a blessing effect on the popularization of professional e-sports by the “Battle to the Peak” program.

Let e-sports goEnterpublicvision

In recent years, eSports is becoming the most sought after competitive sport among young people, and it is also the most direct entry for young people. Especially when domestic e-sports players have reported good news in international events, it has also made e-sports a sport from curiosity to gradual acceptance by the public.

Large-scale e-sports events are mainly presented in the form of competitions, and the participating team members have senior experience and a high level of participation. Ordinary gamers mainly watch events, and have no other channels to understand the story behind the e-sports industry, and the emergence of “Battle to the Peak” makes up for this lack.

First of all, the “new e-sports players” in the program go deep into the training base of professional e-sports players. While showing the daily training of professional e-sports players, the audience has a deeper understanding of professional e-sports players. It is the rigorous day-to-day training, as well as the schedule and psychological construction including physical exercise, that allow e-sports players to perform a high-pitched operation and delicate cooperation on the field. The most important thing is that the “Fight to the Peak Dissatisfied with the Canyon” water friendly competition launched in conjunction with the variety show can allow gamers to deeply participate in it, not only to experience the excitement of the e-sports competition immersively, but also to help the show reach more circles to promote the culture of e-sports and the spirit of e-sports.

Tencent Video and Huya have actively explored the content and format of live broadcast, breaking through traditional business thinking and providing a new cooperation idea for the development of e-sports live broadcast content. From obscurity to the explosion of popularity on social media, from the carnival of young people to the widespread attention, the e-sports industry has gradually broken from the niche to the public. Relying on the real hardcore program content, “Battle to the Peak” has established a vivid and three-dimensional e-sports variety show benchmark for the industry through a set of three-dimensional circle-breaking combination punches formed through the cooperation between Tencent Video and Huya Live. “Battle to the Peak” also provides more feasible integrated development paths for the industry’s future e-sports variety shows and “e-sports +” content, and also allows the e-sports industry to further enter the public’s field of vision, gain wider support, and promote The steady development of the industry.

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