"my country's e-sports game users have reached 484 million people" on the hot search.

  Recently, according to the China Game Industry Report for January-June 2020, my country's e-sports industry developed rapidly in the first half of this year, and realized e-sports game marketing revenue of 71.936 billion yuan, a year-on-year increase of 54.69%, a significant increase. Correspondingly, e-sports users have also continued to grow, making the number of e-sports users in my country from January to June increased by 9.94% year-on-year, reaching approximately 484 million people, which means that one out of every three Chinese plays electronic games.

  The most important industry event in the e-sports circle this year is undoubtedly "e-sports Beijing 2020". From August 15th to 16th, Beijing will launch three major events of "e-sports Beijing 2020", namely the Beijing International E-sports Innovation and Development Conference, the "E-sports Light" Exhibition and Trade Fair, and the 2020 King of Glory World Championship Cup finals.

  Obtaining government support has played a positive role in the development of e-sports. A huge group of 484 million people was widely circulated in the circle of friends that day! This is eSports, trying to explain again: What is the difference between eSports and games? Provoked discussion among industry insiders.

  Electronic Sports (Electronic Sports) is a sports event in which electronic game competitions reach the "competitive" level. E-sports is also a profession, similar to non-electronic game competitions such as chess. On November 18, 2003, the State Sports General Administration officially approved e-sports as the 99th official sports competition. In 2008, the State Sports General Administration re-appointed e-sports as the No. 78 official sports competition.

  On January 17, 2020, the National Professional Skills Standard Development Conference for "E-sports Players" hosted by the China Cultural Management Association and undertaken by the E-sports Management Committee of the China Cultural Management Association was held in Beijing. E-sports has now become a formal major of higher education in China for students to apply for, and dozens of colleges and universities in China have opened this major.

  But it should be noted that although e-sports is playing video games, playing video games does not mean e-sports. As a profession, e-sports must be supported by considerable strength, and most "game parties" do not possess such professional qualities. Industry insiders also said that for students, the internal competition in the e-sports industry is several times more cruel than most students imagined. Abandoning unrealistic fantasies and learning at ease is a simpler growth path.

  According to 2019 data, there are currently about 100,000 professional e-sports players in China. It can be seen that among the 484 million e-sports users, only a few can embark on a career path. Most of them are just for leisure and entertainment, and it is difficult to "get out" even as a professional development. As for non-professional players, it is not easy to achieve results. Playing games for a long time not only causes physical health damage to eyesight, cervical spine, etc., people with poor self-control ability, especially minors, are more likely to indulge in it and form psychology. Dependence affects normal work and study. Therefore, every video game will display at the beginning: "Moderate gaming is beneficial to the brain, excessive gaming is harmful to the body, arrange time reasonably, and enjoy a healthy life!"

  This edition / our reporter Chen Si