Data map: Wei Jizhong.

Photo by Du Yang issued by China News Service client Haikou, June 17 (Wang Hao) Hainan in June has fully entered its midsummer.

On the 16th, the 2021 Global E-sports Leadership Summit was held in Haikou.

  At the beginning of the event, the host introduced the guests present, and Wei Jizhong's name had several titles before it.

He is the life honorary chairman of the FIVB and the life honorary vice chairman of the Olympic Council of Asia.

  Wei Jizhong's name has appeared in various official e-sports news in recent years. This time, he answered the question that people are most concerned about-the relationship between e-sports, the Olympics and the Asian Games.

  "The probability of e-sports entering the Olympics and becoming an official event is relatively low. I think we can enter (the Olympics) by showing." Wei Jizhong said.

Wei Jizhong was interviewed.

Photo by Wang Hao

  In 2018, at the Asian Games in Jakarta, e-sports as a performance item appeared on the stage of a comprehensive sports meeting, which attracted great attention.

In the end, the Chinese e-sports team won two golds and one silver in the e-sports performance project.

  At the 2021 Global E-sports Leadership Summit, Penguin Think Tank, Tencent E-sports, and "E-Sports" magazine jointly released the "2021 China E-sports Industry Development Report", which shows that nearly 40% of e-sports users pay more attention to e-sports because of the Jakarta Asian Games. Competition.

  In recent years, the discussion about "e-sports entry into the Olympics" has almost never stopped.

Data map: The Chinese e-sports team ushered in its debut at the Asian Games and won the first round of Thailand's first round in the "AoV" performance project.

Photo by China News Agency reporter Li Peiyun

  Wei Jizhong believes that e-sports and traditional sports are two formats with different development logics.

  "One is the difference in organizational structure. E-sports is not a single event. There are many e-sports (projects), League of Legends, King of Glory...that is, a federation cannot manage so many."

  "The second is the issue of intellectual property rights. An association of traditional sports owns all intellectual property rights, but e-sports cannot."

  However, Wei Jizhong is not pouring cold water on those who wish to "e-sports into the Olympics."

"Any event entering the Olympic Games will greatly promote it because it will arouse more people's interest. But it does not mean that e-sports will die if you do not enter the Olympic Games or enter any sports games."

  In his opinion, the door for e-sports to enter the Olympics has not been closed, and it is very likely to "enter the Olympics" by way of display.

The prospect of "entering the Olympics" may be closely related to the effect of next year's Hangzhou Asian Games e-sports project.

Data map: Hangzhou 2022 Asian Games e-sports venues are under intense construction.

Photo by China News Agency reporter Wang Gang

  In December last year, the Olympic Council of Asia announced that e-sports will become the official event of the 2022 Hangzhou Asian Games.

At present, the Hangzhou Asian Games e-sports competition will have several individual events and which events they are, but there is no official announcement.

  Wei Jizhong introduced that if the Hangzhou Asian Games e-sports project is held well, it may increase the chances of "e-sports entering the Olympics."

  There are many problems to be overcome in hosting the Hangzhou Asian Games e-sports competitions, such as the poor compatibility of software and hardware e-sports games with traditional sports.

"In addition, for example, how to select the players participating in the competition, these things need to be resolved." Wei Jizhong introduced.

Data map: The Chinese team of the League of Legends project stood on the podium of the Jakarta Asian Games.

Image source: Osports All Sports Photo Agency

  The "2021 China E-sports Sports Industry Development Report" pointed out that in 2021, the global e-sports audience will increase to 474 million, and the global e-sports revenue will reach 1.084 billion U.S. dollars.

  Despite the impact of the epidemic, the development of the global e-sports industry has become a force that cannot be ignored.

In the development process, many problems have also appeared, such as fake matches and player health problems, which are regarded as side effects of the barbaric growth of e-sports.

  Wei Jizhong interpreted some of the difficulties currently facing the development of e-sports from his own perspective, and put forward suggestions for the future development of e-sports.

Data map: 2019WUCG Sanya E-sports Festival opened at the Banshan Peninsula Sailing Port in Sanya, Hainan. The picture shows the scene of the competition.

Photo by China News Agency reporter Luo Yunfei

  He believes that in many cases, positive content about e-sports is not easy to become news, because positive progress is accumulated bit by bit, and the accumulation process may not be seen by people.

But negative things can easily burst out suddenly and become news.

  In addition, "We (e-sports industry) must not only rely on the development of technology, but also develop content, and increase social space across fields to be able to create something."

  Wei Jizhong believes that the training of e-sports talents is an important part of the development of e-sports. "The training of e-sports talent foundation must take the path of modern professionalism, not the road of this training class."