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) 多益時事通工作團隊獨家授權