China News Service, December 22 (Ning Chuanlin, Gaolu, Xu Jing) The team of Professor Xu Jian, chief expert of the Institute of Cultural Innovation and Youth Development, Shanghai Jiaotong University, released the "Global E-sports Capital Evaluation Report" on the 22nd, showing that Los Angeles and Shanghai Ranked first and second in the world respectively, Shanghai is worthy of the name "Global E-sports Capital".

  The report evaluated 15 cities around the world that are committed to developing e-sports capitals for the first time.

This evaluation covers 5 first-level indicators of urban e-sports industry ecology, infrastructure, competitions, clubs and social influence, and fully demonstrates the current state and trends of e-sports development in major cities around the world.

  Xu Jian said that this evaluation found that Los Angeles and Shanghai are already in the first echelon of global urban e-sports development.

Among them, Los Angeles ranks first among 15 cities. Los Angeles has many world-renowned e-sports venues and a huge group of e-sports clubs. With the support of rich media resources, it is currently one of the best cities in the world for e-sports development. .

Shanghai followed closely with a score of 94.9, ranking second.

  As a pioneer in the development of Chinese urban e-sports, Shanghai will successfully host the S10 Global Finals in 2020, with diversified and high-quality e-sports companies, forming a complete industrial cluster.

Paris, France, Beijing, and Berlin, Germany, ranked 3rd, 4th, and 5th respectively.

According to the evaluation scores of each city, the report divides 15 cities into three echelons. Los Angeles and Shanghai are in the first echelon; Paris, Beijing, Berlin, Atlanta, Seoul, Seattle, Hangzhou, Chengdu, and Stockholm are in the second echelon, Haikou and Wuhan. , Katowice and Xi'an are in the third echelon.

  Shanghai is the highest ranked city in China and Asia.

It fully demonstrates Shanghai's activeness and influence in the development of the e-sports industry.

At the same time, Shanghai ranks first in the world in terms of the two indicators of e-sports "events" and "infrastructure", which shows that the construction of Shanghai's e-sports industry has been fruitful.

With the support of the "50 Cultural and Creative Articles" and other policies, Shanghai has strengthened the construction of e-sports infrastructure, encouraged investment in the construction of e-sports venues, developed e-sports industry clusters, scientifically planned the spatial layout of e-sports venues, and completed the first batch of Shanghai e-sports venues Grade recognition.

  In recent years, relying on a good economic foundation and industrial ecological environment, Shanghai has continued to help the integration of e-sports and urban development, and actively host world high-level events to enhance the influence of the urban e-sports industry.

In 2019, more than 1,500 e-sports events were held in Shanghai, and the types of events held also included the most popular types of e-sports games on the market.

At the same time, Shanghai has created a multi-level competition system model to open up the mass market through city competitions, national competitions and campus competitions, and continuously enhance the national appeal of e-sports events and e-sports games.

Recently, Shanghai has also reached cooperation with many well-known Internet companies to add a strong impetus to product development and innovation, technological change, and ecological incubation of the Shanghai e-sports industry, which will further consolidate Shanghai's foundation for building a "global e-sports capital".

  The current global e-sports industry is developing well, but there are still some problems inevitably.

  Xu Jian analyzed that, on the one hand, the difference between online games and e-sports is not clear, which can easily cause public confusion or even confusion. It is not only objectively difficult to achieve effective control over the hazards of online games, but also cannot fully develop e-sports. The elbow has caused the public to panic about e-sports.

On the other hand, in the game space, illegal game plug-ins and various illegal content have been repeatedly banned. In 2020 alone, Tencent’s game detection system has detected tens of billions of various illegal information, most of which are abusive information. , And advertising drainage information.

Many young people report that they have been abused and personally attacked by other players when playing e-sports games. There are also a lot of pornographic and fraudulent information flooding them. Many players not only lost money, but even their private information was exposed.

  In this regard, Xu Jian pointed out that at present, the development of e-sports in China is indeed subject to much controversy. As far as China is concerned, the boundary between online games and e-sports has been blurred, causing the public to have excessive panic about e-sports, and the e-sports circle is unhealthy and vulgar. The culture also exacerbated the misunderstanding of the public.

We must not only see the positive role played by e-sports in the process of regional economic and urban digital transformation, but also fully understand the practical problems that exist in the development of e-sports.

In the 2022 Hangzhou Asian Games, 8 e-sports events including League of Legends, Glory of Kings (Asian Games version), Peace Elite (Asian Games version), and Hearthstone have been selected as official competition events, and 8 gold medals will be determined.

In the future, the sports and professionalization of e-sports should be strengthened, and management and regulation methods different from those of online games should be adopted to realize the competitive development of e-sports while avoiding the potential harm of e-sports.

Regarding the behavior of the e-sports circle, it is necessary to pay attention to the safety of e-sports games, severely crack down on the illegal production of bad games in the e-sports movement, and make good use of social media while improving laws and regulations to guide gamers to form a positive and healthy e-sports cultural atmosphere. .

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