Who is the e-sports generation?

With the IG team holding up the championship trophy, the Chinese LOL team won the League of Legends World Finals in Incheon, South Korea. We have waited for 8 years for this championship.

For a time, the major social networking platforms were screened by Wang Sicong and his IG team, and CCTV mainstream media also reported this grand event. E-sports has become a hot topic in the streets and it is no longer the “electronic heroin” in people’s mouths. It is no exaggeration to say that now is the best time for e-sports. China E-sports has been through 20 years, full of hardships and bitterness, and glory is always accompanied.

E-sports video game
The concept of “e-sports” is born out of video games. Whether it is the early red and white machine, or the first PC-end tour “Red Alert” “Imperial Age”, all belong to the category of video games. In the era when the speed of the Internet did not exceed 100k/s, people enjoyed the fun of video games by relying on a pirated CD.

One of the games with strong competitive features stood out, and with the popularity of the Internet, it began to prevail in the private sector. This type of game is fundamentally different from online games. The game setting of online games is to let players increase the online time as much as possible, and use the card to consume and sell virtual equipment to obtain high income. The longer the player spends in the game, the more money he saves, the virtual character The stronger the ability, the more satisfying your own vanity. As a result, the player is deeply caught in it and it is difficult to extricate himself.

In the 2018 League of Legends Global Finals, the IG team won the championship and created the history of China E-sports Club.

When the 6th National League of the League of Legends was held in 2017, the average age of the players was 18 years old.

E-sports emphasizes the fairness of the game, and its most fundamental feature is confrontation. The player performs PK within a limited scene and under uniform rules, defeating the opponent with personal hard power and teamwork. Due to the need to operate mechanical equipment such as mice, keyboards, etc., e-sports sports are very challenging for the player’s hand speed and judgment, is a very demanding mental exercise.

We are familiar with the FPS (first person shooting), RTS (real-time strategy), MOBA (multiplayer online tactics) games, are currently the mainstream international events. Well-known esports games include DOTA, League of Legends, Warcraft, DOTA2, CS, Quake, StarCraft and more. Relying on its own competitive aura properties, e-sports competitions often attract the attention of many young fans, and their participation is much higher than regular sports events. According to statistics, the just-concluded League of Legends S8 Global Finals IG against FNC, the number of people watching the world is as high as 200 million!

However, the scale of e-sports development to today is not a one-off.

Pioneer
The so-called drinking water does not forget to dig wells, the older generation of e-sports people smashed the road to open up the territory, laying the foundation for the development of e-sports.

Compared to the current tens of millions of tournament prizes, these pioneering experiences can only be described as shabby. At that time, the team did not have sponsors, and there was no stable training environment. It relied on enthusiasm. If the game fails to win the prize, the team may face a crisis of dissolving on the spot. Warcraft player SKY (Li Xiaofeng) trained in the black Internet bar for a long time before becoming famous. Because he didn’t return, he often beat his father. When the end of the overnight market, he will spend 10 yuan to buy 10 decoction bags, the soup is free, he will drink a lot of bowls. When the e-sports Queen Miss (Han Yuying) drifted north to find a dream, she ordered a five-dollar Laoganma fried rice every day, and it was divided into noon and two meals at night.

But these have not hindered the development of China’s e-sports. On November 18, 2003, the then Vice Chairman of the Chinese Olympic Committee, He Huizhen, announced at the Great Hall of the People in Beijing that the State Sports General Administration approved the e-sports as the 99th official sports competition.

In 2005, SKY won the WCG China Finals and became an important founder of China’s e-sports. In the same year, the wNv.gaming team won the championship in the WEG World E-sports Finals CS project held at the Beijing Shougang Stadium.

Then, Wang Sicong, the Wanda son, took the 500 million yuan start-up fund to announce the entry into the e-sports industry and reorganize the IG club on Weibo with the words “strong entry, integration of e-sports”. The S8 won the title, making IG Club the first Chinese team to win both DOTA and LOL’s world’s highest level champions.

Recalling that year, Jin Ge Iron Horse, swallowing thousands of miles like a tiger. China E-sports has left countless unforgettable memories for fans. We can’t forget the glory of SKY after wearing the five-star red flag on the podium; we can’t forget the myth of the ZSMJ in the DOTA world and the myth of the YYF blue cat seven in seven; I can’t forget the “child” Zeng Zhuojun in China and Japan. The tenth battle of the King of Fighters is incomparable. These wonderful moments that accompany us in countless screams are the brand of our youth and blood. Each esports game player is a witness and participant in the development of China’s e-sports.

Nanjing, 8:00 in the morning, a student practiced alone in the classroom of the E-sports Academy.

Behind every glamorous, there are countless unknown stories.

Unlike the “national system” of traditional sports, e-sports has always been a grassroots-level civil self-raising, and there is no iron rice bowl. In addition to being considered as an athlete for a long time, professional players also need the hard power to participate in the competition. The training and efforts they participated in were actually the same as those of traditional athletes. Training for more than 10 hours a day is a common practice.

The golden age of professional players is generally between 16 and 25 years old, and then gradually declines. After the popular players retired, they will continue to choose to engage in e-sports related industries, such as event commentary, game anchor or coach. Most of the professional players did not achieve the desired results in the year of the fight, and they retired silently after the peak period. Due to the premature disconnection from school-age education, the career prospects of these players are not optimistic, but they also accept pressure from society and families.

The Matthew effect is equally evident in the eSports industry. Strong clubs and game companies have the head and resources to have absolute voice. Under the background that the domestic clubs and alliance systems are incomplete, and the e-sports circle fights for money and the environment is malformed, small companies and small clubs are struggling on the edge of survival.

Jade stone
After the excitement left behind is a chicken feather. It is still a problem that needs to be solved in the face of e-sports people. Perhaps the experience of other countries can provide us with reference.

South Korea, a country with a land area comparable to that of Zhejiang Province in China, is a fertile ground for e-sports development.

Thanks to the development of the country’s communications industry (Korea’s average speed is ranked first in the world) and strong government support, the Korean e-sports industry has risen rapidly. According to the “2015 E-sports Status Report”, the Korean e-sports industry grew by 15% year-on-year, and the average annual salary of professional players reached 97.7 million won (equivalent to about 590,000 yuan).

As early as 1999, the Korean government established the Korea E-sports Association to manage e-sports activities. In addition to policy support, the Korean government’s related efforts in education are also worth learning.

The first is to grade the game and limit and control the young people in both the game content and time. Second, establish and improve higher education. Statistics show that as of 2012, Korean game education institutions include 6 high schools, 28 specialized universities, 28 general universities, 4 online universities, and 9 graduate schools.

In the United States on the other side of the ocean, many colleges and universities are open to students with talent and outstanding performance in the field of e-sports. E-sports, like basketball and rugby, have become one of the ways to get a college scholarship.

According to Michael Brusk, executive director of the National Association of Electronic Sports, the number of educational institutions in secondary schools that offer e-sports scholarships has increased nearly five-fold in the past few years. The agency has partnered with 98 schools in the United States and Canada to help establish more than $16 million in e-sports scholarships.

Go wider and wider
In China, the e-sports industry also has great potential to be tapped. Relying on a large user population and the influx of capital, the e-sports industry has become a new custodian, and its scale has grown steadily. Clubs, leagues, live broadcasts, and commentary have sprung up.

The demographic dividend has helped China quickly become one of the world’s e-sports powers, but it is big but not strong, lacking sustainability, and it is an unavoidable old problem. Compared with developed countries such as Korea and the United States, we still have a huge gap.

The first is the weak industry and a single profit model. At present, the domestic leagues are mainly based on MOBA types (LOL, DOTA, etc.). Most of these mainstream competitive games are quoted from foreign companies such as Blizzard and V. Domestic head companies such as Tencent and NetEase are responsible for agency and operation. In terms of originality and competitiveness, it is still far from enough.

Most of the e-sports competitions are game developers who use the income to feed back the game. Although there are tickets and other income, it is good to keep track of the operating costs and player bonuses. It is not good to realize game developers, clubs, advertisements. Effective linkage of sponsors.

Secondly, the training mechanism is backward and the e-sports talents are scarce. Due to the long-term closure policy, the talents in the e-sports industry are broken, and the relevant training institutions are mixed. The universities that offer e-sports majors are rare.

The most important point is that the understanding of e-sports in the whole society needs to be improved. On May 9, 2000, Guangming Daily published a report titled “Computer Games: “Electronic Heroin Targeting Children”. E-sports and video games were conflated and branded as “disgraceful”. Players, like underground organizations, sneak up and play games with fear, becoming the “bad boy” in the mouth of the parents. Despite the development and popularity of the Internet, people’s ideas have continued to improve, and such embarrassing situation has improved. However, e-sports practitioners are still wandering on the edge of morality, and a little too much force will lead to criticism.

The depth and breadth of the industry needs to be continuously expanded. E-sports is not only a star-studded player on the stage. This is a complete industrial chain. Without any of them, it can’t work. In the upstream of the chain, it is necessary to increase the development and innovation of the game, develop a number of game products with independent intellectual property rights, and break the monopoly position of foreign games; in the intermediate link, it is necessary to improve the clubs and leagues at all levels to ensure the career of e-sports players. The fairness and fairness of roads and game competitions; the downstream is the lowest link in participation thresholds, providing the most job opportunities, derivative industries such as commentary, live broadcast, and game peripherals, as well as government attention and positive publicity.

“We must build a bridge of communication, improve the level of overall industry development, and let young people involved in e-sports truly feel the sense of existence of the profession and find a way out for the future.” This is the member of the National Committee of the Chinese People’s Political Consultative Conference, Huo Yinggang, vice president of Huo Yingdong Group, in 2018 Speech at the World Internet Conference of the Year. In addition to being familiar with the “diving queen”, his other identity is the chairman of the Asian E-sports Association.

We are gratified to see that the country pays more attention to the rational planning and development of this industry. More and more parents have reversed their own ideas. The Chinese team continues to falter in the international arena. E-sports enthusiasts still maintain a high enthusiasm. .

We have reason to believe that the road of e-sports in China will go further and further and become wider and wider.