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South Korea's strongest is Interstellar and LOL Warcraft, China is about the same as South Korea, cs FIFA dota, China is stronger than South Korea.
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South Korea is SKT China should be WE.
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Here's why:
1. The personal strength of the players is strong.
The players of the Korean team are the kind of people who are talented and hard-working, faker, ruler, crown, Ahn Zhangmen, and a series of professional players, in the context of South Korea's e-sports profession and strong support from the state, relying on their own operation and on-the-spot performance, they can often win the game unexpectedly. Whether it is the handling of the details of the line or the cooperation of team battles, it is impeccable, and it is the result of hard training in peacetime.
2. Have a deep understanding of the game.
As you can see from the game, the Korean team never does anything superfluous in the game, accumulating advantages every minute and every second, taking map resources, and frantically looking for opportunities to expand the advantage. If you take away all the map resources with the tailwind, you can easily snowball, and the headwind will find every opportunity to develop. The South Korean team is the kind of team that doesn't waste time doing wasted work, and everyone knows what they have to do to help the team win.
3. Fewer mistakes.
In League of Legends, mistakes can be said to be fatal, and a player's mistakes may lead to a chain reaction, losing the dragon and losing the vision. It can be seen that the headwinds of the South Korean team are all turned around by catching the mistakes of the opponent, and the reason why SKT will be pulled off the altar this year is that there are obviously too many mistakes. And the new king SSG can be said to be able to achieve zero mistakes, even if it has a big advantage, it will not be wasted, and slowly grind the opponent to death.
Really look closely at the games of the Korean team, and you will see that they are terrible, doing things everywhere and constantly accumulating advantages for victory. LPL should learn from the strengths of the Korean team, improve themselves, it is not terrible to fail, it is terrible not to know why you are losing, and then lose year after year. Fortunately, the LPL is already growing, and we can't expect too much, just wait quietly.
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Before 2010, the development of e-sports in China was relatively slow, mainly because this kind of entertainment was not recognized by the public. But now Chinese esports has developed rapidly after 2018 and has now surpassed South Korea. There are many places where esports majors are offered.
There are also professional e-sports vocational schools, which not only cultivate career choices, but also e-sports talents such as anchor commentary, planning, operation and maintenance.
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China's e-sports lags behind South Korea and forms a scale, and China is 5 to 7 years later than South Korea, or even no less than 10 years.
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There are two aspects to explain this gap, one is the social environment, and the other is the actual situation.
The first social environment, South Korea is a national e-sports, very professional, talented, but in China, on the other hand, whose children play games will basically be defined as playthings are demoralized, not enterprising, and playing games is useless. The whole Chinese e-sports environment has not been formed at all, it is very difficult to change people's thinking, this change is not only a matter of thinking, but also China's education system, educational philosophy, you don't see all kinds of cram schools in primary and secondary schools, how have you heard of the game competition?
The second is the actual situation, although South Korea is professional in e-sports and has a lot of talents, but his personnel base is small, how can it be compared to the big country above me, many mainstream games in the world have my Chinese figure, such as the world-famous "child" Zeng Zhuojun, lol, dota world champions are not often ours.
I don't think of any words to describe the gap between China and South Korea, but in one sentence, although you are very professional in South Korea, you are still not a champion.
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Social recognition, the attitude of professional players, and the tolerance of the public.
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There is nothing to compare, the gap is normal, and it is normal if there is not. Now the main thing is that Chinese have less self-confidence, often more behind Koreans, such as Korean dramas, Korean kimchi, and other Korean products. There is nothing to compare, the Chinese are united, and no country is an opponent of China.
Some of these things are just deceptions. Just like exercising, how many people have problems because of exercise, because they don't know how to exercise, often go to extremes, traffic jams, sometimes it's a need, don't argue for the need.
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Referring to the Chinese Super League, it is not really professional.
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Hundreds of millions of viewers are missing, are you satisfied?
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Impossible.
6 years ago (07 years), I threw myself into the e-sports industry with the belief that Chinese e-sports will definitely be more popular than South Korea, and a few years later I jumped out and went to work for a serious company. It has not been a matter of years or decades for Chinese e-sports to overtake South Korea. It's as impossible as the national football team wants to beat the South Korean team.
1. First of all, in people's minds, e-sports are still regarded as not doing business, and children still take reading as their first goal. It's completely different in South Korea, where Koreans regard e-sports as a traditional industry, a traditional industry Children go to play e-sports as it is normal for children in our country to learn to paint and dance.
2. The development of e-sports in China is slow, and some so-called second-tier professional players just regard e-sports clubs as free Internet cafes, and do not do any substantive training at all, which leads to the reluctance of sponsors to pay for sponsorship in the end, and the players themselves have no results. Whereas, Korean esports players have their own teams with professional coaches and assistant coaches. There is a strict schedule and training plan, and those who are unwilling to train directly pack up and go home.
3, ZF's support problem, this is not much to say, I am afraid of being checked by the water meter.
That's pretty much it.
Also, complaining about the upstairs, although he answered very well, there is one sentence that must be wrong, that is, it is impossible for e-sports professionals to train at least 5 hours a day, generally 12 hours and 15 hours.
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Possibly!! Look forward to it.
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second, a strict and reasonable management system; Back when StarCraft became an official event, the Korean Esports League was established in South Korea. This league covers almost every aspect of esports and has become the biggest constraint for clubs, players and tournament organizers.
Third; Accolades that rise to the national level; Koreans attach great importance to honor, and as a supported Korean e-sports industry, it is also respected by the people in South Korea. Just like the first person in Korean e-sports, the legendary interstellar player Boxer, once won the honor of Korean Person of the Year. This honor is generally given to highly respected scholars and the likeEven in the live TV broadcast, the then South Korean ** Roh Moo-hyun once fought against him.
Therefore, for this profession, the Korean people are very supportive, which is quite different from the shouting and killing in China.
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South Korea's e-sports industry developed relatively early, and the more famous e-sports players in the early days were all Korean. They also attach more importance to this area, and the training system is relatively complete.
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South Korea's e-sports was born in the financial tsunami in 1997, with the help of Kespa and Samsung Electronics, which are supported by the world, and the income of professionals has reached the level of the middle and upper reaches of the country, and after the retirement of professional players, South Korea's e-sports industry has made many plans for them, and has been formed into a standard industrial chain.
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Because of the high enthusiasm of local teenagers for games and the support of the best people, a strong video game atmosphere has been formed in South Korea.
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First, the ideas are different.
In China, what children should do is always to study hard, basically all people in China think that playing games is not a serious job, let alone going to be a professional player, you tell your parents that I am going to play professional, they will definitely not support it, because they do not accept new things, they think that their children are best to study hard to find a stable job in the future, do not recognize the practice of playing games to make money, how many professional players in China are their own alone to embark on the road of career, Without the support of their families, they had a difficult time. South Korea is different, they are open-minded, have a strong ability to accept new things, they not only do not object, but also support their children to play professionally, Korean e-sports players are very popular in South Korea, and with family and social support, their road will be much easier.
Second, perfect club management.
The management of the club in South Korea is very perfect, they have a systematic way of operation, their funds are sufficient, they can have a long time to put on training, do not need to attend activities in order to make money, reduce their contact time, but in China it is different, the management of the club and the development of the cost is very large, due to the constraints of people's thoughts, few people will invest, the club needs to develop and need to make money, for example, we team, known as the poorest club, they need to attend the event and make money, If they delay their training time, the club will not be functioning properly.
Third-class players change teams frequently.
In fact, a team needs five people and coaches to grow up slowly, professional players in the LPL division change teams frequently, and often change coaches, each coach and players need a long run-in process, very delayed time, unlike the LCK division basically will not change players and coaches, such as the lower road combination of the SKT team, the middle laner and the coach, and the other positions are newcomers who need to inject fresh blood. Therefore, their players are very familiar with the coaches. The break-in time is very short.
Fourth, the support of the state.
For the LPL division, China's General Administration of Sports still does not recognize League of Legends as a competitive event, and there is basically no support for professional teams, while against Hanbok, they recognize the status of League of Legends, and encourage the development of League of Legends, which has a great guarantee for various teams and players.
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The first is the question of understanding the concept。Almost all parents and teachers in China feel that it is wrong for children to be addicted to games, even if they have gone to college or work, playing games will be said to be not doing their job, even if they play mobile phones in front of their elders, they will be educated, not to mention taking e-sports as their own career, it does not exist, this nascent concept and the rapidly rising industry are estimated to take many years to be accepted by the elders, but South Korea is different, South Korea's ** all like to play games, Whether it is a scientific researcher or an ordinary white-collar worker in the city, whether it is a child who goes to school or a city, their parents are very interested in e-sports, once South Korea did a survey, when Korean students talk about their ideals, 95% of the children want to be stars or e-sports players, so scientists are very worried about the future of South Korea, but this can show from the side that Korean e-sports players are very worthy of respect, and the salary is also very high.
The second is the positioning of the profession. In South Korea, this is a more mature type of profession, just like doctors, lawyers, teachers, and formal, e-sports players are under a lot of pressure, because this is their only career and way out, they must work hard, otherwise they will not be able to make money and have no food, if you go downhill or are not willing to improve yourself, there will be many people who will drown you one after another, in China it is different, their pay is not proportional to the salary at all, so many people with good skills will not choose to be professional players at all, Compared to being a commentator or anchor, that is a sky-high monetary return, so basically no one wants to be under pressure to rely on Weibo's salary to play games, and choose to be comfortable as an anchor and commentator to make more money.
Then there is the issue of club building。At present, the establishment of a club needs to pay for itself and the consumption of manpower and material resources is very large, before the five or five open also said to open a club, but also everywhere to pull sponsorship, although China has the money to invest is not a few, but this atmosphere determines that the opening of a club is very difficult and it is difficult to foresee what the future looks like, South Korea is different, many large enterprises and companies will take the initiative to sponsor the club, such as Samsung. Only with money can the club be run, and only then can more powerful core players be recruited.
Finally, there is the atmosphere of the interior. I have to say that China's e-sports circle is too chaotic, many professional players are because they don't want to work and have no other survival skills to stay at home to play games, after the technology is good, they become professional players, their personal utilitarianism and interests are very heavy, professional players are difficult to solve the problem of people, in South Korea, each professional competitive team is very united and harmonious.
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South Korea is undoubtedly an e-sports powerhouse, and if you want to compete with South Korea on the same stage, it is obviously not possible to just play games.
And as far as the current LOL is concerned, the LPL problem is still obvious, we can only gain an advantage through a team battle victory, and then the advantage is converted into a victory through the victory of the team battle.
As a result, our LPL team sometimes overwhelmed the enemy in terms of headcount, while observing the economy, the two sides were almost equal. The LCK team has a very strong team synergy and execution.
They are very good at slowing down the offensive tempo of any team and stealing development. Because our team is not as good as the LCK's team, and at this time, the LPL will enter a slow death, and our team will be forced to start some less reasonable team battles, and once defeated, the Korean team will often take over the game directly.
The more classic is EDG VS SKT, the early economy is so advantageous, a wave of being beaten back to a little economy, SKT through a terrible team battle, one by one to break EDG's players, resulting in EDG no players in a frontal team battle and lose ground.
In fact, the employment direction of e-sports majors is very clear and extensive, and at present, there is still a great demand for related positions in the talent market. To put it simply, the employment direction of e-sports majors can be divided into the following 6 categories: the first is the e-sports technology direction, including the cultivation of professional players, data analysts, coaches and other talents; the second is the direction of refereeing, which specializes in cultivating professional referee talents; the third is the direction of event activities, cultivating talents in event organization, management, operation and other aspects; The fourth is the direction of sports medicine, including e-sports**, physiotherapy, psychological counseling, etc.; The fifth is the ** direction, including game production, program editing and planning, etc.; Sixth, the direction of e-sports, the direction of marketing.
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