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The General Administration of Sports plans to hold an open competition, and e-sports has gone from a "scourge" to a "pearl in the palm of the eye"

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However, from a "flood beast" to a "pearl in the eye", the domestic e-sports industry is still in the initial stage of development. It is unknown whether it will really develop into what people imagine in the future. Cultural and Creative Information believes that under this situation, e-Sports needs to be viewed more rationally in order to achieve healthy and long-term development. The 2017 National E-sports Open (NESO), which will be held by the State Sports General Administration in December this year, will also include "Glory of the King" and "Hearthstone"...

The notice shows that the State Sports General Administration plans to hold the 2017 National E-Sports Open (NESO) in December, with a total of 6 events and a total prize money of 820,000 yuan.

On June 15, 2017, the State Sports General Administration of China issued the "Notice on Holding the 2017 National E-Sports Open" on the official website. The notice shows that the State Sports General Administration plans to hold the 2017 National E-Sports Open (NESO) in December, with a total of 6 events and a total prize money of 820,000 yuan.

Once the notice was released, it attracted enthusiastic attention from e-sports enthusiasts. Many netizens said that being able to see the events hosted by the State Sports General Administration shows that our country has begun to face up to e-sports. From talking about game color to facing up to the energy and charm of e-sports, it has been a great progress! Indeed, the "small step" of the General Administration of Sports is undoubtedly a "big step" for e-sports.

The "small step" of the General Administration of Sports is undoubtedly a "big step" for e-sports.

Data shows that in the first half of 2016, the scale of China's e-sports market exceeded 25 billion yuan, and it still shows a trend of rapid development. E-sports has grown from an affiliated business serving game products to an independent industry. The official recognition has given the rapidly developing e-sports a "name".

On November 18, 2003, the State Sports General Administration officially approved the listing of e-sports as the 99th official sports competition event. Later, in 2011, e-sports was reapproved as the 78th official sports event;

on March 19, 2013, the Competition Department of the State Sports General Administration issued a notice on determining the final participants of the 4th Asian Indoor and Martial Arts Games. The annex to the notice shows that the e-sports event has formed a team of 17 people. As the first China e-sports national team, it will participate in competitions in four events: Star Wars 2, League of Legends, FIFA13 and Need for Speed. In the

past two years, relevant support policies on e-sports have been introduced intensively.

On March 19, 2016, the State Sports General Administration announced the establishment of the China Mobile E-Sports Industry Alliance;

on April 18, 2016, the Information Center of the State Sports General Administration began to join forces with Datang Telecom to host CMEG events;

On April 26, 2016, the National Development and Reform Commission issued the "Notice on Issuing the Action Plan to Promote Consumption-Driven Transformation and Upgrading", which began to explicitly encourage the development of e-sports events and provided government written support for the holding of e-sports events;

On September 2, 2016, the Department of Vocational Education and Adult Education of the Ministry of Education issued the "Notice on Doing a Good Job in the Application of Majors to Admissions to Higher Vocational Schools in 2017", announcing 13 additional majors in 2016, including" E-Sports Sports and Management", which means that the Ministry of Education allows major universities to establish e-sports majors.

Driven by policies, the development of e-sports has been booming all the way

. E-sports competitions have blossomed everywhere.

First of all, the scale and number of e-sports events hosted by manufacturers have been greatly improved. For example, in addition to professional leagues, League of Legends events also include multiple sub-categories such as national, professional classification, and universities, and have formed a comprehensive league system, exporting nearly 200 games within one year; Secondly, third-party hosting competitions has become more active. For example, Alibaba Sports invested nearly 100 million yuan to host WESG, Yinchuan Government invested 200 million yuan to host the World E-Sports Competition WCA, etc., and the generous bonuses have also successfully attracted multiple events and multiple regional teams and players came to participate.

The e-sports profession has sprung up suddenly.

In August 2016, Xilingol Vocational College opened the country's first e-sports secondary school major; at the end of September, Hunan Sports Vocational College announced the opening of e-sports major; in December, Guizhou Province Mechanical Industry School opened an e-sports major and plans to recruit students in September 2017; In December, Beikai Huajia E-sports Education, which is jointly cooperated by Beikai Huajia E-sports Education, LeTV Sports and LeTV E-sports, began to recruit students; In December, Nanguang College of Communication University of China released an enrollment guide, officially opening the major of art and technology (e-sports analysis), bringing e-sports into full-time undergraduate courses; In January 2017, Communication University of China released the "2017 Art Undergraduate Admissions Guide", and digital media art (digital entertainment direction) began to recruit students; Shanghai Jiucheng Game College has also connected with dozens of game companies such as Jiucheng to jointly cultivate e-sports talents.

E-sports is recognized by traditional sports events.

On April 17, 2017, the Asian Olympic Council and Ali Sports jointly announced that e-sports will join the 2017 Ashgabat Indoor Martial Arts Games, the 2018 Jakarta Asian Games and the 2022 Hangzhou Asian Games.

In the fifth Asian Indoor Martial Arts Games to be held in September this year, in addition to sports games represented by FIFA2017, non-sports competitive events such as MOBA and RTS will also be added. Perhaps there will be more and more popular games appear in Asian sports events.

Mobile e-sports is gradually becoming popular.

With the popularity of mobile games, mobile e-sports has begun to develop rapidly. Many popular mobile games such as "Ball Battle","Glory of the King", and Clash Royale have entered the game one after another. Large-scale mobile e-sports events have been held with more than 10 games, and there is also a professional professional league KPL.

The 2017 National E-sports Open (NESO), which will be held by the State Sports General Administration in December this year, will also include "Glory of the King" and "The Legend of Hearthstone" as one of the competition events, which shows the encouragement and support for mobile e-sports. With the improvement of mobile products, events, hardware and commercialization, mobile e-sports will no longer be a false proposition.

Not only that, recently, the State Sports General Administration has reached an overall strategic cooperation with Tencent E-sports. In the next five years, it will carry out in-depth cooperation in the fields of establishing e-sports industry norms, e-sports professionalization norms and platform construction. China (Hangzhou) E-sports Digital Entertainment Town was also officially launched.

E-sports towns are under construction.

In April, Chongqing Zhong County announced that it would join forces with Datang Telecom to invest 1.4 billion yuan to build the first e-sports town in China, and will become the venue for the finals of the National Mobile E-sports Competition CMEG in the next five years. After that, in just two months, in addition to Zhong County in Chongqing, Taicang in Jiangsu, Wuhu in Anhui, and Mengzhou in Henan announced plans to invest huge sums of money to build e-sports towns.

It can be said that with the support of policies, e-sports is becoming more and more recognized by the public, and it has a business prospect full of imagination. It has become a "hot potato" in the eyes of many investors.

However, from a "flood beast" to a "pearl in the eye", the domestic e-sports industry is still in the initial stage of development. It is unknown whether it will really develop into what people imagine in the future. Cultural and Creative Information believes that under this situation, e-Sports needs to be viewed more rationally in order to achieve healthy and long-term development.

First of all, avoid the lack of talent training for e-sports talents.

Although there are many e-sports majors opened nowadays, due to the initial conceptual understanding, e-sports talents are already thin, and the training of the first batch of e-sports professional talents is still in the exploratory stage and cannot be rushed forward; not only that, for a long time, foreign aid has also made domestic e-sports talents lack the blood-making function. Only by joining continuous talents can we have long-term development.

Secondly, the refinement and persistence of e-sports product operations.

The short life cycle of the game and the rapid updating speed result in a short shelf life for e-sports players. Therefore, if there is a longer-term development, game manufacturers need to be able to operate the game more refined and create a healthy game ecosystem. Only by environment can there be longer-term development.

Third, a virtuous cycle of e-sports ecological construction.

Under the guidance of policies and markets, more and more investors are pouring in, speculating on the e-sports industry that is already in its infancy. However, the more this time, the calmness and rationality of the entrants are needed. After all, e-sports talent construction, club construction, event system construction, e-sports ecosystem construction, etc. cannot be completed in an instant, although the introduction of foreign aid and e-sports products can cause the popularity of the domestic e-sports industry. However, in the long run, the development of domestic e-sports requires more benign ecological construction, and temporary profits will be unsustainable.

Editor: yvonne

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