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The General Administration of Sports of the People's Republic of China has given the definition of e-sports: e-sports is the use of high-tech software and hardware equipment as sports equipment, intellectual confrontation between people. Through exercise, participants can exercise and improve their thinking ability, reaction ability, heart-eye-limb coordination ability and willpower, and cultivate team spirit.
With the continuous development of the Internet, more and more people have a new understanding of the definition of "e-sports": it is a competitive event based on electronic networks. On September 2, 2016, the Ministry of Education announced that the major of "E-sports Sports and Management" has become a new major in colleges and universities, which belongs to the sports category under the category of education and sports.
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Hello, esports refers to e-sports, that is, competitive activities with video games as the content of the competition. From a work point of view, esports mainly includes the following areas:1
Esports players: Just like traditional sports athletes, esports players need to be proficient in some games and be able to perform well in finger potato competitions. 2.
Esports referees: Esports referees need to be familiar with the rules of the game, the process of the game, and maintain fairness and order in the game. 3.
E-sports commentators and commentators: Similar to the commentators and commentators in traditional sports programs, esports commentators and commentators need to have great insights into the data and background of the game and the live game, and guide the audience and listeners to analyze the game content and deepen their experience and understanding. 4.
Esports Streamer: Host live matches to attract viewers to witness the struggle between players and the road to victory. 5.
Esports Agent: Similar to a celebrity agent, an esports agent is responsible for managing, recruiting, and representing their players to advance their careers. 6.
Esports Coach: A professional who trains players, understands game techniques and tactics, and more. In conclusion, esports is not only an emerging form of entertainment, but also a fun business.
In the field of esports, it is necessary to have a high level of gaming skills, great gaming proficiency, and teamwork and leadership skills.
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Chinese culture is too traditional and feudal, and today's adults (over 30 years old) always think that only by studying can there be a way out by taking exams. And in South Korea, esports is already their country's national economy. Looking at the education industry again, Meng Yang won a world championship, so he said that he was a failure in the education industry, and Guo Bin retired, and CCTV1 broadcast N times in a row.
When adults see children playing CS, they say it's a violent game, when they play War3 and SC, they say they're stupid, and when they see playing Dota, they say it's an online game. Isn't tennis, basketball, and football games, they are all sports like e-sports, but in different ways, e-sports need brains, and those want physical strength. Although e-sports in China is not loved by the general public, there are still many people who pay attention, such as the 300 million hits of WCG in 2004.
Support for esports !!
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It is true that Chinese e-sports is not as good as Japan, South Korea, Europe and the United States and other countries.
There is such a rumor that the top 30 Warcraft in the world are basically in the dark.
The top 5 are basically Terrans.
And the glory of the Chinese race, you understand.
Chinese people don't play much, but they are strong, how was we back then?
Who can defeat it?
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At the 2018 Asian Games in Jakarta, esports officially became a performance sport, and will officially become an official competition event at the 2022 Asian Games in Hangzhou. Esports is included in the Olympic Council of Asia program as an officially recognized sport.
The move sparked widespread discussion and controversy. Supporters believe that esports is a global competitive event with a wide audience and sponsorship, and is a sport with great economic potential and social impact. The anti-codeskins argue that esports is not a real sport, that there is a debate about how it competes and ethics, and that over-indulging in games can have a negative impact on the health and academics of Shinho young people.
In any case, the entry of esports into the Asian Games does mark that esports is becoming more recognized and valued on a global scale. This is a major milestone for the development and promotion of the e-sports industry, and it also provides more opportunities and platforms for the majority of e-sports fans to show themselves. At the same time, more efforts are needed to ensure that esports is a healthy, well-aligned and sustainable sport.
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1. E-sports is a sport in which video game competitions reach the "competitive" level, and e-sports is also a profession, similar to non-video game competitions such as chess. "E-sports athletes" refer to those professional players who are outstanding and qualified to participate in e-sports competitions. Like athletes in traditional sports, professional players practice a game (one event) for a long time.
2. Players are generally divided into professional players and amateur players, the difference is that amateur players will only participate in the competition as an amateur, and not take the game as a career. Professional players are generally affiliated with a club and form an employment relationship.
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Summary. Dear, there is the profession of e-sports players, oh, those game competitions you can see now, their professions belong to e-sports players, such as lol, glory of kings, peace elite, Jedi, etc.
Dear, there is the profession of e-sports players, oh, those game competitions you can see now, their professions belong to e-sports players, such as lol, glory of kings, peace elite, Jedi, etc.
The esports industry has very high age requirements, and it is not okay to be too old or too young. At present, professional players in the esports industry are generally between the ages of 15 and 25, and of course, many excellent players start their training careers before the age of 15. According to the relevant information in the e-sports industry, e-sports players can start training after the age of 14.
The esports industry is a very promising industry.
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Electronic sports is a sport in which video games reach the "competitive" level.
E-sports is a competition between people that combines intelligence and physical strength using electronic devices as sports equipment. Through e-sports, participants can exercise and improve their thinking ability, reaction ability, limb coordination and willpower, cultivate team spirit, and professional e-sports also have high physical requirements.
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 Sports of the People's Republic of China approved e-sports as the No. 78 official sports competition. The 2018 Asian Games in Jakarta included esports as a performance sport.
On December 16, 2020, the Olympic Council of Asia announced that e-sports will become an official event of the Asian Games and participate in the 2022 Hangzhou Asian Games.
History of eSports:
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 Sports of the People's Republic of China re-approved e-sports as the No. 78 official sports competition.
In 2007, the 2nd Asian Indoor Games introduced e-sports as an official competition.
In 2013, the General Administration of Sports of China organized a 17-member e-sports national team for the first time to compete in the 4th Asian Indoor and Martial Arts Games.
On September 30, 2016, the Ministry of Education issued the Notice on Doing a Good Job in the Application of Majors to be Enrolled in Higher Vocational Schools in 2017, and "E-sports Sports and Management" became a new major in higher vocational and technical schools.
On October 28, 2017, at the 6th IOC Summit in Lausanne, Switzerland, delegates discussed the current rapid development of the esports industry and agreed to consider it as a "sport".
In the 18th Asian Games in Jakarta in 2018, e-sports was included as a performance event, and the Chinese team won the first gold medal in e-sports in the history of the Asian Games (Glory of Kings); The 19th Asian Games in Hangzhou in 2022 will include e-sports as an official competition.
In January 2019, the Ministry of Human Resources and Social Security issued a public notice to release 15 new occupations, including "e-sports operators" and "e-sports players".
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E-sports is the abbreviation of a competitive name that many people play video games, and many young people now prefer it.
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Esports is short for eSports. E-sports is based on e-sports games, with software and hardware equipment as the core of information technology, and in the virtual environment created by information technology, in a unified competition rules, and a fair confrontational e-sports game competition under the guarantee of rules, e-sports is becoming a new kind of sports.
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E-sports, to put it bluntly, is to choose a popular, confrontational, ornamental, and technical game, two or more sides to play against each other, and finally decide the winner.
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It's the so-called video game and the three-D game.
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<> e-sports, abbreviated as e-sports, refers to the use of electronic technology to conduct competitive games. Since its development in the 90s of the 20th century, e-sports has become one of the most popular sports in the world, and its competition level, competition scale and commercial value are constantly improving. Recently, the news of esports entering the Asian Games has attracted widespread attention and controversy.
This article will analyze and analyze the topic of e-sports entering the Asian Games from different perspectives.
First of all, the entry of esports into the Asian Games is an inevitable trend. With the rapid development of electronic technology and the popularization of the Internet, esports has become one of the most popular sports worldwide. More and more young people are keen on e-sports, and its level of competition, competition scale and commercial value are also increasing.
Esports has become one of the largest entertainment markets in the world, with a global market size of more than $100 billion. In this context, the entry of e-sports into the Asian Games is an inevitable trend, and it is also the recognition and support of e-sports culture in the Asian sports and cultural circles.
Secondly, the entry of e-sports into the Asian Games is conducive to the promotion and popularization of e-sports culture. As the highest-level comprehensive sports event in Asia, the Asian Games has great influence and dissemination. The entry of e-sports into the Asian Games will help promote and popularize e-sports culture, let more people understand and understand e-sports, and promote the development and growth of e-sports.
At the same time, e-sports, as an emerging cultural and sports project, can also inject new vitality and innovative elements into the Asian Games, enriching the cultural connotation and sportsmanship of the Asian Games.
Third, there are also some problems and challenges for esports to enter the Asian Games. First of all, as an emerging cultural and sports project, e-sports' competition rules, competition standards and competitive spirit have not yet been fully mature and unified, and all parties need to work together and negotiate. Secondly, the organization and management of e-sports events also have certain difficulties and challenges, which require professional organizational structures and management teams to coordinate and promote.
In addition, the entry of Yanhaoduan E-sports into the Asian Games also needs to solve some cultural and traditional obstacles and conflicts, and it is necessary to establish corresponding cultural communication and understanding mechanisms.
To sum up, the entry of e-sports into the Asian Games is an inevitable trend and an important milestone in the development of e-sports culture. For the promotion and popularization of e-sports culture, e-sports entering the Asian Games is undoubtedly a very good opportunity and platform. However, the entry of e-sports into the Asian Games also requires the joint efforts and consultation of all parties to resolve some cultural and traditional obstacles and conflicts, and establish corresponding organizational and management mechanisms, so that e-sports can show a better competitive level and cultural value in the Asian Games.
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E-sports, abbreviated as e-sports, refers to a competitive activity that uses video games as a competition carrier. With the development and popularity of video games, esports has gradually become a global cultural phenomenon and industry. Esports players have attracted a large audience and supporters by showcasing their skills and strategic abilities in video games.
Asia is an important market for e-sports, which has a huge player and fan base in Asian countries and regions, and has also given birth to a huge e-sports industry chain. In this context, the introduction of esports into the Asian Games has become a meaningful move.
At the 2018 Asian Games in Jakarta, esports was officially included in the competition program, and six competitions were established, including League of Legends, Overwatch, StarCraft II, Hearthstone, PES2018, and Arena of Valor. This is an important milestone for esports to enter mainstream sports events, and it also provides a driving force for the recognition and participation of esports in Yinqiye's global scale.
Before entering the Asian Games, esports has had many international events and organizations, such as the World Finals of League of Legends, the International Invitational Tournament of Dota 2, the World Cup of Electricity Destroyer, and so on. These events have also contributed to the recognition and popularity of esports worldwide.
In conclusion, the development and popularity of esports around the world is an irreversible trend, and it has become a global cultural phenomenon and industry. The entry of e-sports into the Asian Games provides new opportunities and possibilities for its recognition and participation in international sports events, and will also provide important support and promotion for the development of e-sports in Asia.
First of all, it is stated that this is not pulled, 1, e-sports is not like tradition, it is a virtual competition, and its impact is huge, that is, because it is too big, it makes many people addicted, so it goes without saying that there are naturally a lot of negative votes. 2. Of course, we don't know about the development of e-sports in China, I think it is basically difficult to compete in a small scale and then expand to the international market on a large scale. 3. National competition is still unlikely, after all, many people think that this is a waste of school. >>>More
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