China News Agency, Chengdu, July 8th (Reporter He Shaoqing) "My teammates and I participated in many online events during the epidemic, but the sense of participation and honor brought by offline competition is far from comparable online." In early July in Neijiang, Sichuan, he participated in the WUCL Western Region Finals and won the championship. Wang Yuhang, a sophomore of Zhengzhou Business School, said that being able to fight side by side with friends on the stage of the competition is the best in this summer vacation. Memories.

  In recent years, China's e-sports industry, which is in its "adolescence" period, is developing rapidly, with the market scale exceeding 100 billion yuan in 2019. While the New Coronary Pneumonia epidemic has hit the world's sports world, several e-sports events have been cancelled or postponed. With the normalization of epidemic prevention and control, China's e-sports industry began to restart offline, and more efforts were made to "ride the wind and waves".

  As one of the first e-sports events held offline during the epidemic, although the WUCL Western Region Finals only invited a small number of e-sports fans to watch the game due to the epidemic prevention and control, the live webcast viewing still exceeded 4 million times. Zhang Xiaoyin, the person in charge of the event, introduced that holding offline events in the WUCL China Division is a prudent decision after comprehensive consideration of various factors.

  Yu Quanzheng, a member of the Sichuan Quanxing E-sports team, and his teammates participated in the 2020TGA Tencent E-sports Games provincial team game. According to the 19-year-old professional e-sports player, the preseason and weekly regular season of this game are held online. Only after winning a good place in the 12 participating provincial and municipal e-sports teams can you win the offline finals. Qualifications. "This is the first large-scale event we participated in during the epidemic. In order to prove ourselves on a larger stage, the players will train for more than 10 hours every day."

  Liu Yehang, president of the Sichuan Provincial E-sports Association, pointed out that the e-sports industry showed a trend of two sides of ice and fire during the epidemic-game research and development, e-sports anchors, e-sports education benefit from the "house economy" tide, while e-sports venues, e-sports The operation of clubs and e-sports events has been hit, and the restart of offline events is one of the signs of the restart of the offline industry, which helps the healthy development of the entire industrial chain. At the same time, affected by the epidemic, the combination of online and offline will become the new normal of electronic competition during the epidemic.

  In order to give more talent support to the e-sports industry, as early as 2016, the Ministry of Education of China regarded e-sports and management as an additional major in the "Professional Directory of Higher Vocational Education (College) in General Higher Education Institutions". Among the 13 new occupations announced by the Ministry of Human Resources and Social Security in 2019, "e-sportsman" and "e-sports operator" are listed. In June 2020, the Ministry of Education also included e-sports workers for the first time in the free occupation range of college graduates.

  Xiong Zhichong, the dean of the Sichuan Media College's New Media and Gaming Gaming School, said that the school's first batch of e-sports professional students officially graduated this summer, but due to previous training in sports, only half of them can engage in the e-sports industry. Now the school is increasing its connection with the e-sports industry and cultivating e-sports directors, operation management and other relevant talents from the new needs of the enterprise. At present, nearly one hundred e-sports related students in the school are "reserved" by e-sports companies before leaving the campus.

  In the first half of 2020, there were more than 500 e-sports events in China suspended or postponed due to the epidemic, and the direct economic loss exceeded RMB 1 billion. At the same time, Beijing, Shanghai, Guangzhou, and some second- and third-tier cities in China have issued support and standardization policies for the e-sports industry to help the local e-sports industry develop during the epidemic.

  According to Liu Yehang, e-sports is different from traditional sports events. Football, basketball and other sports can be popular for a century, but the carrier game of e-sports has its own life cycle, even if it is the most popular "Glory of the King" and "League of Legends". "It is also difficult to keep going. The more the heroes compete, the better they can "wait", practice the internal skills of VR, AR, 5G and other e-sports, and "post-control" when the next explosive game appears. (Finish)