Zhongxin Jingwei, December 8 (Chang Tao) With EDG winning the championship in the 2021 League of Legends Global Finals, e-sports has once again successfully "out of the circle". However, many outsiders are confused: at the moment when the new rules for the "strictest game in history" are landed, is there a contradiction between the development of the e-sports industry and anti-addiction?
Esports is playing games? It's not that simple
Before clarifying whether the development of e-sports and anti-addiction are contradictory, we need to figure out whether e-sports and games are the same thing.
Former well-known e-sports player Liu Mou (PDD) once told the Reporter that there is an essential difference between games and e-sports. "Games are a form of entertainment, like when you come home from a day of work and play games to relax. And e-sports is a sports competition, a very cruel sport, a group of people into this industry, with all the world's masters PK and then compete for the championship. ”
For the difference between e-sports and games, NetEase Games told the reporter that at the connotation level, games show more entertainment attributes, while e-sports is a competitive project, emphasizing sports, competitiveness and ornamentation. At the behavioral level, the core needs of ordinary gamers are to participate in game entertainment, for e-sports players, e-sports is a profession and work, and a large number of training is required to maintain a high level of competition to ensure the viewing of the event; the difference between ordinary gamers and e-sports players is like amateurs and professional athletes. Most esports users are in the role of spectators, and their core need is to watch esports events.
"From the perspective of the industry chain, games are the upstream of e-sports, which relies on games, but it is different from games. Games are spiritual consumer products, it is more to meet people's spiritual needs, and e-sports is more of a sport, the spirit of e-sports it embodies and the sports spirit of traditional sports are in the same vein, such as teamwork spirit, resilience to fight to the end, etc. The relevant person in charge of 37 Mutual Entertainment said.
In December 2020, 37 Interactive Entertainment completed a strategic investment of tens of millions of yuan in AG e-sports clubs.
In terms of requirements for players, 37 Mutual Entertainment also said that to be an e-sports player, it is not as simple as playing a few games.
E-sports requires a high level of talent, physical fitness and physical response, accompanied by high-intensity professional training day after day.
PDD also told the reporter, "E-sports requires your concentration, purity and ingenuity, entering this industry, you will not think of anything else, is to make yourself stronger." ”
While developing e-sports while defending addiction, contradictions?
Although e-sports and games are not the same thing, as the upstream of e-sports, will increasing the anti-addiction efforts of minors' games affect the development of e-sports, especially the cultivation of reserve talents?
In fact, the release of new anti-addiction rules for games on August 30 indirectly puts a limit on the age of professional e-sports players. KPL King Glory Professional League, PEL Peace Elite Professional League and other well-known domestic e-sports events have said that the age of the participants will be reviewed for compliance, requiring players to be at least 18 years old to participate in the competition. NetEase Games also said that it includes "Showdown! All e-sports events under the umbrella of Ping An Kyo Professional League OPL and Fifth Personality Professional League IVL have explicitly prohibited domestic minors from participating. This means that there will be fewer and fewer underage players in the professional arena of esports in the future.
What impact will the loss of underage players have on the development of esports? In the short term, it may have an impact on the team's performance, but in the long run, the new rules for game anti-addiction actually pull the professionalization of e-sports players back to the same running line, avoiding the barbaric development of the industry and promoting the healthy development of e-sports.
Under the rapid development of the e-sports industry, many colleges and universities have set up relevant majors. As early as 2016, the Ministry of Education announced 13 additional majors, including the e-sports sports and management major. In 2017, some universities opened e-sports majors, including key universities such as the Communication University of China. According to statistics, at present, the e-sports majors opened by colleges and universities mainly cultivate more than 100 kinds of e-sports-related talents such as athletes (professional players, coaches), content production (anchors, program planning, choreographers, etc.), event operations (venue construction, event planning, refereeing) and so on.
NetEase Games said that the development of the e-sports industry so far, not only has super commercial value, but also become a cultural way of life for young people. Accelerating the development of the e-sports industry, on the one hand, can fully release the commercial potential of e-sports, drive the vigorous development of upstream and downstream industrial chains, and provide impetus for China's economic prosperity and development; on the other hand, it can also enable Chinese e-sports brands to further penetrate into overseas players, dialogue with local cultures, and cultivate a broader and closer e-sports cultural community.
37 Mutual Entertainment also said that e-sports is currently a systematic and increasingly mature industry, and the implementation of anti-addiction measures has played a positive role in promoting the standardized development of the e-sports industry and promoting the development of the e-sports industry in the direction of professional sports events. (Zhongxin Jingwei APP)
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