TS players won the 2020 King of Glory World Championship Cup. For picture.

  Chinanews client, Beijing, August 18 (Wang Hao) Last Sunday evening, as TS4:3 reversed DYG to win the championship in the 2020 King of Glory World Champions Cup finals, the main event of "e-sports Beijing 2020" was completed. Ended. Thousands of miles away in Shanghai, the League of Legends China mainland summer season playoffs are also in full swing. After being hit by the epidemic in the first half of the year, China's e-sports industry is rapidly recovering and has new developments.

First-tier cities grab the e-sports "cake"

  The 2020 Kings of Glory World Champions Cup finals held in Wukesong Stadium is the first municipal-level large-scale cultural event held in Beijing under the normalization of epidemic prevention and control. The day before the competition, the Beijing International E-sports Development and Innovation Conference and the "Light of E-sports" exhibition and trade fair opened in Shougang Park.

  This "one conference, one exhibition, one competition" is the three major events of the "e-sports Beijing 2020" series of activities. Liu Shaojian, party secretary and director of the Beijing State-owned Cultural Assets Management Center, introduced that this series of measures will fully release Beijing’s support for e-sports Positive policy signal for industrial development.

  In the next step, Beijing will integrate various resources such as colleges and universities, communication agencies, and continuously optimize the development ecology of the e-sports industry to attract more domestic and foreign e-sports companies to settle in Beijing.

The 2020 King of Glory World Champions Cup finals. For picture.

  Similar to Beijing's full support of the Glory of Kings event, the League of Legends event has become one of Shanghai's city cards. In addition to the concentration of domestic high-level leagues, Shanghai will also host the League of Legends global finals this fall.

  In terms of event hosting, Shanghai is at the forefront of the country. At present, the impact of the epidemic on domestic events is gradually weakening. Shanghai has also shown its determination to successfully host international events. The city is not at all motivated to host e-sports events. Less.

  In addition to first-tier cities, some second- and third-tier cities have also issued a variety of policies to encourage and regulate the development of the e-sports industry. At the beginning of this year, the "tragic" scene of hundreds of offline e-sports events being affected by the epidemic seems to be in sight; but after such an impact, e-sports quickly ushered in more olive branches.

E-sports gradually infiltrate the city's genes

  According to data from the China Game Industry Research Institute, in the first half of this year, the number of e-sports users in China continued to grow, reaching 484 million users, a year-on-year increase of 9.94%.

Data map: 2019WUCG Sanya E-sports Festival opened at the Sailing Port in the Mid-levels Peninsula, Sanya, Hainan. The picture shows the COSPLAY actors appearing at the E-sports Festival. Photo by China News Agency reporter Luo Yunfei

  From the perspective of industrial development, this means a huge market size. In fact, this is nothing new, because in the past two years, even people who are not so concerned about e-sports can feel the boom in e-sports-related consumption.

  Perhaps this number can be interpreted from another direction, that is, nearly 500 million people have been more or less affected by the e-sports culture. This kind of influence not only targets people, but also cities.

  Recently, many people have shared their experiences of encountering e-sports elements in Shanghai subway stations on the Internet. In the window next to the subway pedestrian passage, trophies of various classic events are displayed, and the development of professional e-sports competitions and teams in China in recent years is reviewed with pictures and texts.

  In addition to recruiting e-sports clubs and holding events, e-sports culture is gradually permeating every corner of the city. In addition, e-sports related activities may have a certain degree of impact on the image of the city.

Data map: The 21st Hong Kong Animation Video Game Festival (ACGHK 2019) and Hong Kong E-sports Music Festival opened at the Hong Kong Convention and Exhibition Center. The picture shows the Hong Kong HOTTOYS booth attracting many Marvel fans. Photo by China News Agency reporter Zhang Wei

  At the sub-forum of the Beijing International E-sports Innovation and Development Conference held on the 15th, some industry participants said: "E-sports itself is an emerging industry dominated by young people. The series of activities they generate in the city will be Make the overall image of the city more passionate and energetic."

Cross-border cooperation can't stop at all

  Since the beginning of this year, many film and television works related to e-sports have been screened or announced. Some of them use fictitious e-sports players or related personnel as the protagonists, and some rely on the established e-sports IP.

  For example, Zhang Yijia, general manager of the mobile business department of Tencent Interactive Entertainment, introduced that in the process of adapting the online novel "King Moment" into other film and television works, it is hoped that through various factors such as e-sports, games, animation, film and television, and music, Let the IP of King Honor be better derived in different digital content methods.

Data map: The scene of the 2020 World Champions Cup finals.

  Strictly speaking, not all film and television works related to e-sports are cross-border. But in today's increasingly prosperous e-sports, the cultural creation field's "favor" for e-sports is indeed more obvious.

  Not only that, the combination of 5G technology and e-sports has also become a topic of discussion by more and more people. And some communication platforms that have nothing to do with e-sports or even maintain a repulsive attitude towards it are also increasingly showing e-sports-related content.

  In fact, these phenomena are proof of the booming e-sports industry, and many of them have also become a boost to the continued boom of the e-sports industry. However, it must be noted that not all cross-industry is a win-win situation. For example, the content of e-sports in some cultural products has violated reality and blindly accommodated the communication effect. This is not a good thing for the image of the e-sports industry.

  Today, China's e-sports industry is gradually getting back on track. The golden age of Chinese e-sports that people are looking forward to may be coming as agreed. (Finish)