商業周刊
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電競界(eSports)盛事――世界電玩大賽4月底在泰國登場,這門產業全球規模新台幣270億元、玩家超過3億人,吸引台灣科技業華碩、微星打造專屬硬體;美國大學提供電競獎學金;連國際企業可口可樂(Coca-Cola)、奧迪(Audi)也都搶當金主。
【電競商機淺談】
eSports 電競業
A:The mayor of Kaohsiung just signed a contract to host the 2018 eSports World Championship in November.
(高雄市正式簽約,11月將主辦2018電競世界冠軍賽。)
B:This event will definitely attract players, enthusiasts, as well as brands vying to promote their products.
(這活動肯定吸引電競高手和廠商爭相推廣產品。)
to forecast 預測
A: ESports' global revenues for 2018 are forecast to reach $906 million, a 38% increase from last year.
(2018全球電競營收將超過9億美元,較去年增加 38%。)
B:The revenues come mostly from sponsorship, followed by advertising and media rights.
(主要來自贊助,次為廣告收益和媒體權利金。)
convergence 匯集
A:Competitive gaming, a convergence of several industries, has become not only a phenomenon but also a serious business.
(匯集多元產業的電競不只蔚為風潮,也是一門重要產業。)
B:Hence, governments and companies continue to invest money in eSports-related initiatives and businesses.
(因此政府和企業才持續投資電競相關產業。)
【延伸關鍵字】
1. peripherals:電腦周邊產品(多用複數)
2. to tune in:對頻收看(節目)
3. to carve out:開創(事業)
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