Data map: The Hangzhou 2022 Asian Games Electronic Arena is lit at night, and the colored light bars on the roof are like star trails.

(UAV photo) Photo by China News Agency reporter Wang Gang

  China News Service, Hangzhou, July 28 (Reporter Wang Hao) With Lang Ping's debut, the audience burst into cheers with the highest decibels.

At the 2022 Global E-sports Leaders Summit a few days ago, the e-sports practitioners off the stage raised their mobile phones one after another to photograph the iconic Chinese women's volleyball figure on stage.

  Lang Ping, who has not made a public appearance for a long time, talked about her relationship with e-sports on stage.

She said that when coaching the Chinese women's volleyball team, in addition to focusing on the team, she also asked herself to remain curious about new things, including e-sports.

  Lang Ping's attendance became one of the highlights of the summit, and many media reported it one after another.

This is not the first time that e-sports and the Chinese women's volleyball team have been linked. Last year's Global E-sports Leaders Summit invited Wei Qiuyue as a guest.

It seems that the "Golden Signboard" of the traditional sports event "Chinese Women's Volleyball" has become a "friend" that helps e-sports break through the circle.

Data map: Lang Ping is on the sidelines.

Photo by China News Agency reporter Du Yang

  Such "friends" are not the only ones.

In recent years, as an emerging sports industry, Chinese e-sports has been seeking how to stand in front of more people.

Recently, a variety show called "Battle to the Peak" has frequently appeared on the hot search lists of major social platforms. This variety show has gathered many popular stars in the entertainment industry as e-sports players to prepare for battles and competitions. The contradictions among them Disputes and fighting side by side have become hot topics on the Internet.

Maybe it doesn't show the whole picture of "e-sports", but it is obvious that such a setting will attract the attention of many non-e-sports viewers.

  This is what makes esports unique.

Although traditional sports such as basketball and football have been actively seeking cross-border cooperation to increase added value in recent years, the projects themselves do not have the trouble of "breaking the circle".

  According to the "2022 Asian E-Sports Industry Development Report" released at the summit, China has become the world's largest e-sports market. In 2022, the global event revenue is expected to reach 1.384 billion US dollars, and China alone will be the global e-sports market. The market provides about one-third of the yield.

However, how to "break the circle" to achieve popularization is still a challenge faced by practitioners in the e-sports industry.

Data map: In the cultural and tourism service special exhibition area of ​​the 2021 China International Fair for Trade in Services, gaming and e-sports have attracted attention.

The picture shows the King of Glory KPL competition trophy at Tencent's e-sports booth attracting visitors.

Photo by China News Agency reporter Jiang Qiming

  In comparison, e-sports is a broader concept than basketball and football, which includes a huge number of sub-projects, each of which has its own rules, which also leads to its viewing threshold is completely different from traditional sports. .

For example, viewers who know a little about basketball know what a three-point shot is, but viewers who don't know much about e-sports have a hard time understanding the complex effects of various buffs.

This has become one of the obstacles to the popularization of e-sports.

  Jin Yibo, CEO of Tengjing Sports, introduced that the popularization of e-sports is to "enable everyone to understand the game."

The League of Legends project he is mainly responsible for will be unveiled at next year's Hangzhou Asian Games. He introduced that before the Asian Games, a lot of popularization work needs to be done. fight."

  In recent years, the development of China's e-sports industry can afford the word "prosperous", and social recognition has improved a lot.

However, Jin Yibo said that social recognition is still the most important factor hindering the popularization of e-sports.

Data map: The WCG2019 World Finals kicked off in Xi'an.

The picture shows the fierce competition of the participating teams.

Photo by Zhang Yuan

  "For example, some of our business partners feel that they will have some concerns if they are linked too much with games. Large-scale sports competitions are full of positive energy, and everyone is more assured of cooperation with sports, but there are still some concerns about cooperation with e-sports. "

  While actively seeking "friends" to help break the circle, the image displayed by e-sports itself is the key to dispelling these concerns.

"If there is some bad popularity on social media, we will not promote it. The competition itself, players' competitive spirit, fighting spirit and public welfare activities will be promoted more." Jin Yibo said.

  In his view, the popularization of e-sports is not "beautification", but an objective.

"It doesn't mean how tall and great it is, but to face it squarely. It is a project with a competitive spirit and fighting spirit. It can also win glory for the country, and players can also become models for young people." (End)