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WUCG

From EverybodyWiki Bios & Wiki

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SHANGHAI GAOJING MEDIA CULTURE COMPANY LIMITED 一、 COMPANY INTRO 1. Brief Introduction Gaojing was founded in 2016, a comprehensive cultural media enterprise specializing in the operation of E-sports events, E-sports voice social networking and e-sports integrated marketing. James Wei, the company founder has more than 10 years of experience in internet and game industry, fully in charge of the company development strategy, capital management and project management. He has been awarded the titles of "China game industry top 10 rising stars", "Tencent business influential man ", and Forbes China "The 30 elites under the age of 30" list in 2018. Co founder Wu“2009” Sheng and partner Yu”Ruofeng”Jingxi are former E-sports world champions. 2. Background and Capital 1. Shenzhen Xinghe Interactive Technology Co., Ltd. and Shanghai Xixi enterprise management center 2. Hangzhou Battlefury Trade Co., Ltd.: Wu“2009”sheng, Quan Hongzhen 3. Shanghai fengruo Culture Communication Co., Ltd.: Yu“ruofeng”Jingxi 4. Prometheus Capital : Sephirex Wang 5. Yaowei capital: Yao Ming 6. Orient Hontai Capital Company and Dongzheng Ruijia capital 7. Central Asia Capital

3.Government Endorsement Sanya Government: WUCG2018 / 2019 landing in Sanya, maintaining a good cooperative relationship with the local government, promoting the transformation and growth of local economy, building a business card of E-sports city. In 2019, we will cooperate with Sanya government to successfully hold Sanya E-sports Festival. Yangzhou Government: the 2020 WUCG Invitational Competition and Yangzhou e-sports Carnival held in Jiangdu district, Yangzhou. Through e-sports, Yangzhou government wants to create a new culture and tourism IP by traditions and Technologies.

4.Main business - World University Cyber Games There are three matrixes of WUCG: e-sports, e-music party and subculture dance competition. By gathering E-sports + music + subculture, WUCG has become a real e-sports carnival for young people. Since establishment the event has covered more than 20 countries and regions in 5 continent. Over 250000 college students participated in the competition, and the number of online viewers exceeded 800 million. WUCG is the most influential comprehensive e-sports event in Colleges and universities, since reported by CCTV-1, CCTV-4 and cctv-13, and has been officially authorized by Tencent.

5.Partnership WUCG has reached partnership with more than 60 enterprises. In 2018,Space7 title sponsored WUCG event, breaking the precedent between e-sports industry and women products, open the Neo era of e-sports, the amount of cooperation reaching tens of millions. In 2019, WUCG sponsored by The Shanghai Pudong Development Bank credit card, break the record in University event sponsorship cooperation. WUCG further opened up the connection between the third party events and the official events, deepened cooperation with the game publishers, and jointly held the "WUCG2019 Grand Finals and ICC invitational". At the same time, the WUCG King of Honor champion was directly obtained the qualification to go straight to the King of Honor University League. In addition, the Netease and Blizzard event champion of "Hearthstone" from "2019 College Star League (CSL)" , was invited to WUCG2019 Grand Finals Final stage.

6. WUCG Overseas in 2019, WUCG spreaded the brand overseas, with 4 continent , 6 region , 21 countries participated

7. The core of e-Sports plus The operation of e-sports events and e-music party and subculture show(animation culture), together with "brother time BHM", inviting famous artists created a top audio-visual feast. In 2019, WUCG cooperated with the Changba launched the "Voice Machine" campus singer competition, and cooperated with Acfun in weeb dance competition "the dancer" invitation competition, which attracted the enthusiastic participation of the majority of college students. In 2020, WUCG will continue to make efforts in the field of Pan entertainment, join hands with BHM to launch campus electronic syllables, and carry out cooperation with station B and 5sing in the field of campus secondary elements, so as to integrate trend culture into E-sports events and build WUCG into a cultural and sports event that young people really like.

8. Four Years Development 2016-Ice Breaking Asia China, Korea, Japan covered 130 universities 700 participation teams online 80000 students participated PV 3,000,000 PV in a day 3,500,000

2017- Development 6 countries covered Domestic LAN at 27 cities , 800 universities 91,000 college contestants PV 80.2 million PV in a day 10,000,000

2018-Cross border 7 countries covered Domestic LAN at 27 cities 300 universities 25000 teams 150,000 college contestants PV 3.9 hundred million DPV 15 million views

2019-Mass marketing 20+ countries covered Domestic LAN at 28 cities 400 universities Expected competitors Over 200 thousands Total Viewers Over 7.6 hundred million PV 28 million

9. About Buge app In December 2018, the "BUGE" early access was officially released in the WUCG grand finals in Sanya, Hainan. In 2019, Buge app was officially published, aiming to build a "domestic benchmarking college audio social platform". Buge app has two systems, one campus system for the majority of university users to build a bridge among the university community, e-sports events and in-game communication,in order to meet help users to participate in e-sports events, group up. Another set of social system provides the show room, make friends at content community, dating online and other functions to link youth groups in an all-round way and create a closed-loop E-sports audio social ecology.




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