Data Map: The 2019 WUCG Sanya E-sports Festival opens at the Sailing Port of Banshan Peninsula, Sanya, Hainan. The picture shows the scene of the competition. China News Service reporter Luo Yunfei

  China News Service Client Beijing, April 30 (Wang Hao) Affected by the new coronary pneumonia epidemic, hundreds of electronic competitions were cancelled or postponed in the first half of this year, causing considerable economic losses. At the same time, many cities represented by Beijing, Shanghai and Guangzhou have issued relevant policies to encourage the development of e-sports. Reflected in the early years, the much-discussed eSports has now developed into an industry that cannot be ignored in China.

Diverse policies

  On April 10, at the Guangzhou Epidemic Prevention and Control News Ventilation Conference, President of Guangzhou E-sports Industry Association Lin Yunfan expressed that he hopes to use Guangzhou's original industrial foundation to promote the integration of the "five one" Guangzhou e-sports industry in 2020 development Goals.

  The so-called "five one" is a global head e-sports team representing Guangzhou, a "Canton Fair" in the e-sports industry, an e-sports event integrated with Guangzhou's local culture, an e-sports technology research and development platform, and a multi-industry integration E-sports industry belt.

  Before Guangzhou issued the above voice, two other first-tier cities in China, Shanghai and Beijing, also issued related support policies to protect the e-sports industry hit by the epidemic.

Information picture: The 2019 WUCG Sanya E-sports Festival opens at the Sailing Port of Banshan Peninsula, Sanya, Hainan. The picture shows the COSPLAY actors appearing at the E-sports Festival. China News Service reporter Luo Yunfei

  Shanghai has previously announced that it will speed up the administrative examination and approval of e-sports and game-related online publishing content products. In addition, it is fully preparing for the 2020 League of Legends Global Finals (S10) and is actively deploying a new round of international head events to settle in.

  Beijing has formulated and promulgated "Several Measures on Coping with the Impact of the New Coronary Pneumonia Epidemic and Promoting the Healthy Development of Cultural Enterprises", which mentions the active preparation for the Beijing International E-sports Innovation and Development Conference and other brand exhibitions. Liu Yong, vice president of public affairs of Tencent Group, said in an interview that he has decided to jointly hold the World Championship of Kings Glory Finals with Beijing.

  In addition, some second- and third-tier cities have issued various policies to encourage and regulate the development of the e-sports industry during the epidemic.

  It seems that after the domestic epidemic situation gradually improves, China's e-sports industry may usher in a wave of rapid development opportunities. However, "e-sports", which has not developed for a long time in China, has always carried a lot of different perspectives.

Data Map: The 2019 Hong Kong Computer Communication Festival opens at the Hong Kong Convention and Exhibition Center. The theme of this year's Computer Festival is "Technology Improves Life, Creates Unlimited Possibilities", and many well-known brands in the information industry are exhibiting. The picture shows many e-sports players participating in the e-sports competition. China News Agency reporter Zhang Weishe

Complex attitude

  E-sports has entered the Chinese perspective since the 1990s. As early as 2003, the State Sports General Administration formally approved that e-sports be listed as the 99th official sports competition.

  For a long time, eSports has a more widely circulated name called "playing games". Along with "games", a series of teachers and parents, "Internet cafes", "Internet addiction", "trunching", and "charging money", are often troubled.

  However, with the continuous development and standardization of the e-sports industry in recent years, e-sports has also boarded many "refined halls". The mainstream media has reported more and more on the events and characters of e-sports. Players who were once regarded as "net addicted teenagers" have begun to receive the same treatment as traditional sports stars.

  In 2019, a number of film and television works with e-sports as the main background were released, including many popular actors in the entertainment industry, which also made e-sports successfully break the circle and attract more attention from the outside world. This also allows e-sports to gain more and more understanding and tolerance from public opinion, rather than everyone shouting and fighting like before.

Information Figure: The 21st Hong Kong Animation Game Festival (ACGHK 2019) and Hong Kong E-sports Music Festival opened at the Hong Kong Convention and Exhibition Center. The picture shows a model showing the real armored suit of Iron Man (Iron Man). China News Agency reporter Zhang Weishe

  However, we must also see that there are still many restrictions on the performance of e-sports content in this type of film and television works. In reality, there are still many people who do not have enough knowledge about the e-sports industry, and prejudices still exist.

  In mid-April, some media reported that in the first half of the year, about 500 e-sports events were cancelled or postponed, and the direct economic loss exceeded 1 billion yuan. Some netizens expressed their attitudes in the comments, arguing that e-sports is far less important than other industries involving food, clothing, housing, transportation, and transportation. Some people also call e-sports a "vase.

  Is the e-sports industry in China, which has been developing rapidly in recent years, really just a "vase"?

Screenshot of Weibo.

Fait accompli

  The data of the "E-sports Industry Analysis Report" published in 2019 shows that in 2018, China's e-sports revenue reached 164 million US dollars, accounting for 18% of the global market.

  From an industrial perspective, such a scale is naturally far from the pillar industries that involve national economy and people's livelihood. But the e-sports industry still has great room for development. The "E-sports Industry Analysis Report" pointed out that in the next few years, China's e-sports industry will maintain a high compound growth rate of more than 20%, and the development speed will lead the world.

  Some people seem to be the “vase” of the e-sports industry, and may become a “rice bowl” for more and more people.

  In April 2019, the Ministry of Human Resources and Social Security, the General Administration of Market Supervision, and the Bureau of Statistics formally released 13 new occupations to the society. Among them, two new e-sports occupations such as "e-sportsman" have attracted wide attention from all parties in the society. The "E-sports Industry Analysis Report" pointed out that China's e-sports talent gap has reached as high as 500,000. According to various data, this number will continue to increase in the coming years.

Information figure: In the e-sports education center of Changchun Health Vocational College, students practice the popular e-sports games in the classroom, and the teacher teaches the game operation skills. The college's e-sports and management major opened in September 2018 requires students to study a total of more than 20 courses within 3 years, and e-sports training is one of them. China News Agency reporter Zhang Yaoshe

  In September 2019, a domestic Internet recruitment platform released the "E-sports Industry Talent Trends Observation" that in the first half of 2019, the average monthly salary of major positions in the e-sports industry reached 9032 yuan. The report estimates that for the entire year of 2019, the demand for talent in the e-sports field is expected to increase by 60% year-on-year.

  Perhaps many people should face up to the fact that, whether they like it or not, the existence and development of the e-sports industry is already a reality.

  Of course, this does not mean that the development of e-sports should be completely "guarded". China's e-sports still has the hidden danger of barbaric growth, and it is likely to be accompanied by various negative problems. Whether these problems can be solved, how to solve them and how quickly they will be solved will affect the long-term development of the entire industry.

Data map: The 2019 NEST National E-sports Competition (League of Legends) Summer Finals was held in Guiyang, Guizhou. The first match against the BLG team won the WE team 2: 0. China News Agency reporter Qu Honglun photo

  The "dry food" of the e-sports industry has already appeared on the dining table of the Chinese economy. Some people like it and others dislike it. And it takes more time to process and make it a treasure. Under the influence of the epidemic, we will wait and see where the Chinese e-sports industry will go. (Finish)