• Super Player
  • Play1
  • SPAAARK Super Park
  • CGL


Super Player


Intimate feeling, unlimited joy

The core brand of Super Player upgrades constantly based on traditional electronic games, and has become a new all-format indoor recreation brand that integrates “traditional electronic games+ interactive recreation+ electronic competition+ social contact experience”, to meet the consumption, experience and interaction demand of different groups in the city.

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Play1 Family Entertainment Center


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Play1 is a flagship brand of Super Player, and creates recreation scenes for family consumers, and focuses more on health, family, interaction, social contact and other elements in the introduction and design process of new projects and new service.

Play1 is engaged in creating a healthy and happy social contact platform for all people, and injecting healthy and happy social contact concepts into people’s daily life.





SPAAARK Super Park


 

Spaaark!Play with attitude

It is an innovative brand that is subordinated to Super Player and oriented to the young people and families with children. It is integrated with scientific and technical interaction and sports competition, highlights social contact and companion in a young mode of entertainment, encourages everyone to focus on playing, play in a healthy way with attitude, and then find out reasons for self-love and life in entertainment interactions. The brand is engaged in creating “scientific, fashionable and diversified” indoor full-entertainment space, and interpreting Spaaark “A” spirits to the largest extent, i.e., benchmark leading (Ace), innovative and forward-looking (Alter), as well as entertainment with attitude (Attitude).




China Electronic Game Super League


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China Electronic Game Super League (CGL) is the only state-level video game competition registered by the Ministry of Culture and Tourism (No.5046), sponsored by the China Cultural Industry Association(CCIA), hosted by Electronic Game Competition Branch of CCIA and co-organized by many enterprises in the upstream and downstream industries, such as Super Player, The Revival, Fun Do Land, Zhongshan Universal Space Animation Technology Co., Ltd, Guangzhou Wahlap Technology Co., Ltd, Guangzhou Sheng Hua Animation Technology Co., Ltd, Guangzhou Aimyunion Network Technology Co., Ltd, Guangzhou Xiong Xiang Animation Technology Co., Ltd. It is an important part of National Health and Recreation Competition, a crucial campaign to upgrade our cultural entertainment industry, a platform for the integration and development of the whole industrial chain with the participation of domestic representative entertainment equipment manufacturers, game and entertainment businesses, commercial real estate, news media, and is the key program for transformation of China's entertainment industry and promoting Sunshine Entertainment Initiative. It has been held for three years since 2016.

 

Build China's First E-Sports Entertainment Brand

On March 8, 2019, the 4th CGL was launched in Wuhan, Hubei Province. CGL will build first offline video game competition center in China this year through cooperation with upstream equipment makers and offline chain brands. In addition, it will make the offline competition back to the e-sports arena by mobilizing video game maching manufacturers, chain brands and offline players. After three years’ efforts, CGL will be usher in a new era with the concept of video game competition, and plays a leading role to drive the offline game industry toward the e-sports mainstream.

In 2019, E-sports Center, established by CGL, is designed specially for cultivating professional players and also serves as the "habitat" or "social place" for players who devote themselves to e-sports. It can keep cultivating professional players for the game and entertainment industry and terminals. It can also intrigue the players so as to train more professional players. Before the concept of E-sports Center was proposed, machine makers and terminals operate relying on single business model, but this concept create more opportunities to drive the e-sports industry development. Its goal is to build an invisible hub via this E-sports Center for players, equipment producers, terminals and e-sports competition for mutual benefit and development.

 

Influence of CGL——

Since the launch of the CGL in 2016, it has been held for three years. It is gradually expanding to more provinces and cities by a surge in participation by people. The total number of CGL competitors in 2018 was 3,197,022, 1 million more than 2,090,000 in 2017, and it attracted 36 chain brands and 1,021 stores in the industry, covering 31 provinces and 264 cities, producing a wave of CGL competition sweeping across the country.



2016   CGL

2017   CGL

2018   CGL

Number   of participants

1,671,788

2,091,382

3,197,022

Number   of stores involved

512

864

1,023

Coverage

28   provinces(128 cities)

30   provinces(229 cities)

31 provinces(264   cities)

Number   of people familiar with CGL

186,000,000

345,520,000

576,840,000


 Plans for 2019 CGL——

In 2019, 31 provinces and municipalities are involved, covering 300 cities and 1,200 venues. 2,500 offline events are going to be held, with an estimated 3 million entries, reaching 500 million people.The 2019 CGL will start nationwide on 7 May and the national finals will be held in December for eight months. The event includes four stages.


Auditions7 May

City-wide   Competition7-8   months

Nationwide   Competition9-10   months

National   FinalsDecember

1200   stores involved

50   cities involved

8   major competition area involved

Talents   on display