StarCraft: Valorant Group (Stock Code: NIPG) successfully listed on NASDAQ on July 26, 2024. The company is a global leader in the esports field, focusing on esports club operations and developing diversified businesses such as esports events and digital sports talent brokerage. Frost & Sullivan (hereinafter referred to as 'Frost & Sullivan') provided exclusive industry advisory services for the listing of StarCraft: Valorant Group and hereby warmly congratulates them on their successful listing.

During the process of listing in the US, Frost & Sullivan mainly undertook the following tasks: helping the issuer accurately and objectively understand its positioning in the target market, using objective market data to discover, support, and highlight the issuer's competitive advantages, assisting the issuer, investment banks, and other intermediaries in completing the writing of relevant parts of the prospectus (such as overview, competitive advantages and strategy, industry overview, business, and other important sections), helping the issuer communicate with the SEC and investors, assisting investors in quickly understanding the market ecosystem and competitive landscape, and assisting the issuer in completing various SEC feedback on industry issues.
Investment Highlights
The company is a leading esports enterprise with a strong fan base;
The company's brand advantage helps it to expand its business globally;
The company's diversified revenue sources drive sustainable growth;
The company has established a mature talent development system spanning esports and entertainment;
The company has a highly professional and experienced management team.
Overview of the Global Game and Esports Markets
In 2017, the International Olympic Committee mentioned at a summit that competitive esports can be regarded as a sport, with the preparation and training intensity of participants comparable to that of athletes in traditional sports. Since then, the global esports industry has entered a period of vigorous development. With the continuous increase in the number of players and game platforms, the esports industry has seen significant growth.
Esports refers to online or offline, multiplayer or single-player games with competitiveness and organization, with specific goals or rewards. Esports games can be further divided into PC/console esports games and mobile esports games. Among them, with the popularization of smartphones, the development of mobile internet, and the increasing fragmented entertainment time in contemporary life, mobile esports games are becoming increasingly popular. Mobile esports games provide the same immersive experience as PC/console esports games but have lower technical requirements in terms of skills and hardware, and have become the mainstream esports games in Asian countries. In 2021, the global esports game market size was approximately $52.55 billion. The annual compound growth rate from 2017 to 2021 was 15.2%. It is expected that from 2022 to 2027, the market will grow at a compound annual growth rate of 12.1%.

Source: Frost & Sullivan Report
Global Esports Clubs
Talent Management and Event Operations Markets
The growth of the global esports game industry has greatly promoted the development of esports clubs. More and more people are participating in games, which has promoted the demand for professional gaming teams. In 2021, the global esports club industry market size was $1.38 billion, with an annual compound growth rate of 26.6% from 2017 to 2021. As the potential economic and social benefits of the esports industry become apparent, government support and investment in esports will further promote the development of esports clubs. It is expected that from 2022 to 2027, the annual compound growth rate will reach 18.8%, and the market size will reach $39.4 billion by 2027.

Source: Frost & Sullivan Report
The increase in investment by traditional media and entertainment companies in esports has created new opportunities for esports MCNs (Multi-Channel Networks). More and more people recognize the value of esports talent for the development and growth of the esports industry. The emergence of streaming media has increased users' demand and consumption for video content. With the continuous development of the esports game field, esports-related content has become more important in the entire media field.
The increasing number of users participating in esports and the continuous enrichment of live content have created greater potential development space for global esports MCNs. In 2021, the global esports MCN market size was $22.7 billion, with an annual compound growth rate of 63.2% from 2017 to 2021. It is expected that from 2022 to 2027, the industry will grow at a compound annual growth rate of 23.4%, reaching a market size of $82.3 billion by 2027.

Source: Frost & Sullivan Report
The rapid development and popularization of esports, including the development of new games, teams, and leagues, have jointly promoted the prosperity of esports events. The global esports event operations market grew from $270 million in 2017 to $630 million in 2021, with an annual compound growth rate of 23.4%. It is expected that from 2022 to 2027, the market will continue to grow at a compound annual growth rate of 27.3%.

Source: Frost & Sullivan Report
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Frost & Sullivan has rich research experience in the culture and entertainment industry, assisting well-known enterprises in successfully listing on the capital market. Successful listing cases include: Huashi Group (1111.HK), Lehua Entertainment (2306.HK), Wangchen Technology (2458.HK), Starlink Huawen (6698.HK), Grindr Inc. (GRND.NYSE), Ning Meng Film & Television (9857.HK), Boyi Smart (1204.HK), Deying Holdings (2250.HK), Qingci Games (6633.HK), Pop Culture (CPOP.NASDAQ), The Crocodile (2125.HK), Cook Music (KUKE.NYSE), Changxin Media (XJB.SGX), Glorious Tomorrow (1351.HK), Yala Technology (YALA.NYSE), LeXiang Interactive (6988.HK), Zurong Entertainment (9990.HK), Blue City Brothers (BLCT.NASDAQ), Liantian Film & Television (9958.HK), Nine Dragons Digital Entertainment (1961.HK), Yusheng Culture (1859.HK), Donkey Track Technology (1745.HK), New Stone Culture (1740.HK), Heartbeat Company (2400.HK), Travel Orange Culture (8627.HK), Friend Times (6820.HK), Wanda Sports (WSG.NASDAQ), Tuyi Holdings (1701.HK), Hometown Interactive (3798.HK), Flying Group (1901.HK), Fire Rock Holdings (1909.HK), Lingbang Group (2230.HK), Haitian Tianyue Travel (1832.HK), Zen Travel Technology (2660.HK), Ruhan Holdings (RUHN.NASDAQ), Fosun Tourism Culture (1992.HK), Dream World (1119.HK), IMV (3700.HK), Huya (HUYA.NYSE), Snake (1337.HK), Readview Group (0772.HK), Meitu (1357.HK), China Digital Video (8280.HK), Yashui (1993.HK), Wald Animation (1566.HK).
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Frost & Sullivan helped Donkey Track Technology successfully list in Hong Kong (1745.HK)
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Frost & Sullivan helped Friend Times successfully list in Hong Kong (6820.HK)
Frost & Sullivan helped Wanda Sports successfully list in the US (WSG.NASDAQ)
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Frost & Sullivan helped Lingbang Group successfully list in Hong Kong (2230.HK)
Frost & Sullivan helped Haitian Tianyue Travel successfully list in Hong Kong (1832.HK)
Frost & Sullivan helped Zen Travel Technology successfully list in Hong Kong (2660.HK)
Frost & Sullivan helped Ruhan Holdings successfully list in the US (RUHN.NASDAQ)
Frost & Sullivan helped Fosun Tourism Culture successfully list in Hong Kong (1992.HK)
Frost & Sullivan helped Dream World successfully list in Hong Kong (1119.HK)
Frost & Sullivan helped IMV successfully list in Hong Kong (3700.HK)
Frost & Sullivan helped Huya live streaming successfully list in the US (HUYA.NYSE)
Frost & Sullivan helped Snake successfully list in Hong Kong (1337.HK)
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Frost & Sullivan helped Meitu Company successfully list in Hong Kong(1357.HK)
Frost & Sullivan helped China Digital Video successfully list in Hong Kong (8280.HK)
*The above order is not in any particular sequence and is arranged in reverse order of listing time

