Bilibili and NBA Houston Rockets Co-host eSports Friendly Match
"Shanghai Bilibili basketball team and the Houston Rockets have friendly match every year, and we decided to extend this friendship from the traditional sports field to eSports field," said Shengyu Zhang, Bilibili's senior director.
Bilibili Inc. (Nasdaq: BILI), an online entertainment platform, has begun a partnership with the National Basketball Association's (NBA) Houston Rockets for hosting eSports competitions.
"Shanghai Bilibili basketball team and the Houston Rockets have friendly match every year, and we decided to extend this friendship from the traditional sports field to eSports field," said Shengyu Zhang, Bilibili's senior director, in a statement today.
Rocket's eSports and gaming director Sebastian Park also commented, "we will host more eSports friendly match between our two teams, and all games will be live streamed at Bilibili website where our fans can interact with each other."
According to ESPN, over 891,000 viewers tuned in for the first-ever Riot Games-sanctioned friendly match on Monday between two professional international teams: Houston Rockets's Clutch Gaming and Bilibili Gaming.
Over the past two years, both Bilibili and Houston Rockets saw the huge potential in the global eSports market and decided to venture into the eSports gaming industry with Bilibili seting up Bilibili Gaming, of China's Tencent League of Legends Pro League, and Houston Rockets owning Clutch Gaming, the 2018 North American League Championship Series newcomer. Newzoo's studies shows that the global eSports market grew 103 percent from 2015 to 2017, and it continues to grow rapidly.
"Through this cooperation, Bilibili also hopes to learn the mature business operation model from Houston Rocket's eSports club," Ni Li, COO of Bilibili said.
The Houston Rockets, where Chinese basketball legend Yao Ming played for eight seasons, is the most famous NBA team in China.
Based in Shanghai, Bilibili generates revenue from live broadcasting, advertising, and mobile games. The latter has been the company's core business, providing 77 percent of its total revenue of $155.1 million in the second quarter.