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The history of e-sports development in China.
Playing games 2018-04-14 00:35
The history of e-sports in China is ---
Start. Since the spring breeze of reform and opening up in 1998, China's Internet cafes have gradually emerged. StarCraft and CS are gradually entering the Chinese player base.
At that time, everyone generally held private competitions in Internet cafes independently, with no detailed rules and no exquisite prizes, just relying on love, the prototype of Chinese e-sports was born.
Develop. On November 18, 2003, China's e-sports was set up as China's 99th sport by the National Sports Administration, and China's e-sports can finally be justifiably on the stage. Since this moment, Chinese esports has begun its own savage growth.
Twists and turns. But the good times didn't last long, and on April 2, 2004, less than half a year after esports became the 99th sport. The State Administration of Radio, Film and Television suddenly issued the "Notice on Prohibiting the Broadcast of Computer Online Game Programs", and all e-sports programs were suspended.
For a while, those players who love e-sports don't know where to go, and for a while, the development of e-sports in China has stagnated. can only survive in the cracks. At that time, playing games also seemed to have become synonymous with "not knowing how to make progress".
The development of esports in China is struggling.
Recovery. In the winter of 2005, Sky Li Xiaofeng won the WCG championship. The birth of the first world champion pushed Chinese esports to a peak.
This championship carries so much that it changes a lot of people's stereotypes about esports. The stagnation in the development of esports is tantamount to injecting a booster.
Freshman. In 2010, "League of Legends" appeared, and the more accessible operation method than Dota attracted many female players who did not play games before. Relying on the huge platform of Tencent, the influence of League of Legends is increasing day by day.
To this day it has become a standard national game and a benchmark in the esports industry.
With the broadening of the e-sports model, anchors and live broadcast platforms have gradually emerged. Viewers can find their favorite games more accurately, not only to compete, but also to watch their favorite professional players or anchors play games live. Even many celebrities have participated recently, including Lin Junjie and Jay Chou, ......are all typical e-sports stars in the entertainment industry.
And now, esports is booming, with League of Legends, Dota 2, CS:GO, Overwatch, ......More and more games are making their way into the esports industry. The recently popular "PlayerUnknown's Battlegrounds" also has a trend towards e-sports.
Looking back on the experience of Chinese e-sports in the past few decades, I have to sigh at the tenacious vitality of e-sports. Perhaps it is this spirit of e-sports that can create a brilliant tomorrow for China's e-sports.
** For the video game bus.
Compiled and released by the video game bus does not eat chicken cutlets.
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1998 year.
In 1998, StarCraft was released. The economic crisis has led to a large number of unemployed people.
A pivotal match can attract tens of thousands of people**.
Use this game to pass the time. So a Korean TV producer had an idea and started producing programs related to "StarCraft". On the one hand, there was a shortage of funds and the low cost of producing interstellar shows, and on the other hand, some people saw a huge opportunity for this humble computer game.
This fortuitous historical opportunity has led to the amazing Korean esports.
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Many years ago, WCG was very popular, but at that time, the treatment of domestic players was generally very low, and I personally felt that Huang Sicong, the son of Wanda, rectified the e-sports circle, making the lives of professional players better, and then more people joined the e-sports industry.
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Esports has been around since 1986.
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1. The market scale of China's e-sports industry continues to increase
In 2020, China's e-sports industry will grow in reverse under the impact of the epidemic, according to the data provided by the Game Working Committee of the China Audio and Digital Association and Gamma Data, from 2016 to 2020, China's e-sports industry is in a year-on-year growth trend in terms of market size and user scale. In 2020, the market size of China's e-sports industry will reach 100 million yuan, a year-on-year increase compared with 2019; The number of users is 100 million, an increase of 100 million from 2019.
The reason for the reverse growth of China's e-sports industry under the impact of the epidemic is mainly due to the fact that during the epidemic, China implemented the policy of staying at home to fight the epidemic, which made people have more free time for entertainment activities and increased the game time of e-sports.
2. Policies promote the development of China's e-sports industry
China's policy has begun to pay attention to the development of the e-sports industry. Since 2015, China has begun to pay attention to the development of the e-sports industry. In the Interim Provisions on the Administration of E-sports Events, it provides support and regulation for the development of the e-sports industry for the first time.
Subsequently, in the "13th Five-Year Plan for the Development of Sports Industry" and the "Cultural Industry Development Plan for the 13th Five-Year Plan Period of the Ministry of Culture", corresponding requirements for the development of e-sports were put forward many times.
In June 2021, in the "14th Five-Year Plan for the Development of Cultural Industries", a corresponding plan was made for e-sports again, mentioning the promotion of the integrated development of e-sports and the game and amusement industry. Encourage the development of immersive entertainment experience products. Driven by policies, China's e-sports industry will continue to grow in the future.
3. The change in people's perception promotes the growth of the e-sports industry
In 2003, e-sports was set as the 99th sport in China, and then China's e-sports player Li Xiaofeng won the championship in international e-sports events in Singapore and Italy respectively, which attracted the attention of countless people to the e-sports industry.
4. The professional setting of e-sports encourages the development of the e-sports industry
With the importance of e-sports in China and the change of people's concept of e-sports, some colleges and universities in China have launched e-sports majors, aiming to train e-sports players as real athletes and improve the professional ability of e-sports players.
At present, Nanjing University of Media and Communication, Communication University of China, Shanghai Sports University and other well-known universities have opened e-sports majors. The establishment of e-sports majors can encourage people to engage in e-sports activities to a certain extent and promote the development of the e-sports industry.
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Esports is the event where video game competitions reach the "competitive" level. E-sports is an intellectual confrontation between people that uses electronic devices as sports equipment. Through exercise, participants can exercise and improve their thinking ability, reaction ability, heart-eye-limb coordination ability and willpower, and cultivate team spirit.
E-sports is also a profession, similar to non-electronic game competitions such as chess, and on November 18, 2003, the General Administration of Sports of the People's Republic of China officially approved e-sports as the 99th official sports competition. In 2008, the General Administration of Sport of China approved e-sports as the 78th official sports competition.
From the level of national policy, e-sports has gradually gotten rid of the exclusive impression of "Internet addicted teenagers" in the public eye, and has become a legal official competition that has been recognized. Back in 2003, esports became the 99th official sport; In 2006, the regulations on the management of e-sports projects were officially announced; In 2008, e-sports was included in China's No. 78 sport; In 2013, the General Administration of Sports established the national e-sports team; In 2014, the permanent venue of WCA settled in Yinchuan; On March 19, 2016, the General Administration of Sport of China announced the establishment of the China Mobile E-sports Industry Alliance. On April 18, the Sports Information Center of the General Administration of Sport of China and Datang Telecom (600198) hosted the first National Mobile E-sports Competition (CMEG). In the context of shifting gears in economic growth, the post-90s generation who enjoy growth dividends provides user dividends for the development of e-sports, while the optimization of supply-side products and events provides technical dividends.
With the continuous expansion of the scale of domestic e-sports fans, the number of e-sports fans reached 100 million in 2018, and while the scale of fans continued to grow rapidly, the scale and market penetration rate of domestic e-sports market (the size of the domestic e-sports market and the overall market size of domestic games) are also rising. The scale of the domestic e-sports market mainly includes e-sports game revenue (including e-sports game user payment), e-sports derivative income (including clubs, live broadcast platforms, etc.), and e-sports event revenue (including tickets, peripherals, sponsorship, etc.).
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1. The development status of China's e-sports industry.
1) The speed of popularization is fast.
E-sports relies on the emergence and development of the Internet, and the further popularization of the Internet has played a role in promoting the development of the e-sports industry. E-sports is not only a competitive sport, but also has a certain degree of ornamentation, and the pressure of contemporary young people's lives is generally greater, and e-sports after work can effectively relax and unwind, which has become the choice of more and more people.
2) Establishment of related majors.
In 2017, Nanguang College of Communication University of China established the first undergraduate e-sports college in China and the first university in the world to specialize in the e-sports industry. Subsequently, Sichuan University of Media and Communication and Sichuan Film and Television Institute also opened e-sports related majors one after another, providing a breakthrough point for the development of China's e-sports industry.
3) High degree of national acceptance.
Influenced by traditional thinking, the development of the e-sports industry in China is relatively slow, but with the gradual improvement of people's living standards, the ideology has also undergone major changes, and games are no longer regarded as "enemies", but enjoy the fun they bring. The information society is gradually being built, and relevant policies have been introduced to support the growth of the industry, and more and more people have begun to face up to e-sports, so that it has been fully developed.
4) Promote the development of surrounding industries.
The development of China's e-sports industry is still in its infancy, and events cannot bring stable income to enterprises, while live broadcast or broadcast of events can further promote the development of enterprises. When more and more people pay attention to game events, in order to pursue a higher experience, it will drive the development of its peripheral industries, such as gaming mice, gaming seats, graphics cards, clothing, mobile phones, etc.
2. The current problems facing the development of China's e-sports industry.
1) Poor professional recognition.
Before the esports major was introduced, the academic qualifications of professional gamers were questioned, and some people believed that they chose to engage in professional events because of their poor academic performance, which adversely affected the development of the esports industry. With the further reform of the education model, more and more colleges and universities have opened up e-sports majors, and professional e-sports colleges have also begun to appear. Contemporary young people generally have a high degree of acceptance of e-sports, and the professional application rate is gradually rising, but the e-sports major is not favored by most people, and some parents think that the e-sports major is only leading students to play games, which is a manifestation of children's depravity, and cannot correctly understand the spirit of e-sports.
In the industry, there are also common situations such as low salaries of professional players, boosting, and gray industry chains, which lead to a gradual increase in the negative impact of the profession.
2) The management mechanism is not sound.
At present, the management mechanism of China's e-sports industry is poor, which cannot eliminate the negative impact of the industry and restrict the development of related enterprises. On the one hand, the e-sports industry is managed by multiple departments, and the division of labor between the sports industry, local **, and marketing departments is not clear, resulting in confusion among the main body of management. Each department only formulated a corresponding emergency plan, but did not introduce a complete plan, which is one of the reasons for the fragmentation of the management of the esports industry.
On the other hand, the attributes of e-sports are more complex, intelligent technology, big data, information technology, etc. are involved, and the operation process is cumbersome.
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From the beginning of our Red Alert tank battles in Internet cafes, to today's broadcasts of CS matches that we can see on ** TV stations, esports is gradually being seen by society as a sunrise project in the video game industry. CS, StarCraft, Warcraft, FIFA, the wonderful and fierce confrontations and battles between players have brought us indelible memories, and made both ornamental and confrontational e-sports among the traditional sports competition projects increasingly popular. But we can't help but wonder, what exactly is eSports?
What is its current status? - History Everything has its origin, as far as the author knows, the earliest e-sports in Shanghai began in Quake, FIFA99 competition, which seems to have been organized by Shanghai ** in 1999. At that time, the preliminary round was divided into more than a dozen outlets in Shanghai to register, and the final round was held at the 3C T Internet café on Tianyaoqiao Road.
The author still remembers a preliminary match in a small alley next to the Huating Hotel in Shanghai, and I don't remember the specific name, but I was surprised to find that so many people played FIFA. At that time, there were only 30 machines in the Internet café, and it was crowded with people for a while, and there were four groups in total, a group of eight people, and it can be said that the competition started in a mess. During the game, due to the speed of the game, the machine crashed, and the players were replaced, and the ...... was stopped countless timesIf e-sports was a dream a few years ago, then it can be said that it was a dream at that time, and many domestic e-sports players made their debut at that time.
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