5 thoughts on “Introduce e -sports, you can Baidu Encyclopedia, the more the better.”

  1. E -sports
    E -sports (Sports) is a sports game that reaches the "competitive" level of the video game competition. E -sports is a combination of intellectual and physical combination of intelligence and physical strength by e -equipment as sports equipment. Through e -sports, you can exercise and improve participants' thinking ability, response ability, limb coordination ability and willpower, to cultivate team spirit, and professional e -sports also has higher requirements for physical strength. E -sports is also a profession, similar to non -video game competitions such as chess arts. On November 18, 2003, the State General Administration of Sports officially approved the e -sports as the 99th official sports competition project. In 2008, the State General Administration of Sports changed e -sports to the 78th Sports Competition. In 2018, the 18th Asian Games in Jakarta will be e -sports as a performance project.
    On December 16, 2020, the Asian Olympic Council announced that the e -sports project became the official competition of the Asian Games and participated in the 2022 Hangzhou Asian Games.
    It's understanding of the above understanding of the concept of e -sports: e -sports is based on e -sports games, information technology as the core software and hardware equipment is the virtual environment created in information technology, in a unified competition in a unified competition, in a unified competition The rules and the confrontation gaming competitions under the protection of rules, e -sports is becoming a brand new sports.
    The view of "online game = e -sports" is wrong. With the development of the gaming industry, the continuous replacement of e -sports projects, e -sports is no longer a stand -alone game limited to IP direct or LAN. Although online games are very different in distribution, operation, payment methods, and the construction of the platform of the game, this does not affect some balancing and confrontation that are strongly added to the e -sports project. Regardless of stand -alone games (single games) or online games (multiplayer games), as long as they meet the two characteristics of "electronics" and "competitive", they can be called e -sports in a broad sense. The main difference is that: First, the basic attributes are different. Online games are entertainment games. E -sports belongs to sports. Online games are mainly simulated and role -playing for the purpose of pursuing feelings in the virtual world. In the virtual environment created by technology, there are intellectual confrontation between people who conduct people; second, e -sports has a clear and unified competition rules, the biggest feature is strict time and round restrictions, and online games lack a clear and unified competition rules. There is no time and round restrictions, and it is easy to make people addicted. Third, e -sports competitions are competitions that athletes are in a fair and fair sports spirit. And online games are mainly communication and interactions between human -computer or between people, and do not necessarily require people's confrontation to judge the results. Fourth, e -sports focuses on thinking ability, response ability, heart and limbs coordination ability, overall view, willpower, and team spirit. Some online games can gain advantages only need different.

    In you need to know that "e -sports is not just playing games", at the same time, e -sports also adapts to various high -end positions, such as data analysts, competitions, host anchors, event planning, etc. Easy employment and rich treatment. The direction of competition personnel: Professional referees, translation talents, event organization planning, e -sports operations, management and other professional club directions: professional version of hand, e -sports athletes, team coaches, data analysts pan -entertainment direction: live broadcast platform anchor, anchor, E -sports star, reality show, Internet celebrity program planning
    virtual reality "is from the English" Virtual Reality ", referred to as VR technology for short. Technology (计) is a comprehensive technology that integrates computer technology, sensor technology, human psychology and physiology. It is used to simulate the external environment by using the computer simulation system. Users provide multi -information, three -dimensional dynamics, interactive simulation experience
    vr technology can be applied more. At present, more areas include medical, engineering, military, aviation, navigation, etc. Face the screen in the training cabin to perform various driving operations, the screen images of the simulated cabin scene changes, and the pilot can get a simulation training experience. This method of making people in the image environment has been applied in airplane simulation training. It has been decades. There is also a wide range of prospects for the application of VR technology in entertainment, games, and education. In physics class, students can create natural landscapes such as rainfall, water vapor, etc., intuitive, interesting, vivid Image. This novel teaching method is also realized through VR technology. It can be said that VR can create a future. Now, the present, the past, the real or dreamy world. At present, many games have taken the lead in adopting this technology Welcome to young people.

  2. 1. The development of Chinese e -sports has ushered in its golden period, and the expansion of the e -sports market has also brought them. There are many opportunities. E -sports education is the sign of the state recognized by the country. E -sports is now bright, but the e -sports major is not simply playing games. The full name is called e -sports sports and management major? Mainly because e -sports is now developing rapidly, but the management system is chaotic and the management talents are lacking. E -sports is still pretty good

  3. E -sports:
    1. The development of Chinese e -sports has ushered in its golden period, and the expansion of the e -sports market has also brought. There are many opportunities. E -sports education is the sign of the country's recognition of e -sports education
    2, e -sports is now bright, but e -sports majors are not simply playing games. The full name seems to be called e -sports sports and management major? Mainly because e -sports is now developing rapidly, but the management system is chaotic and the management talents are lacking. pretty good

  4. E -sports
    E -sports (Sports) is the event that the video game competition has reached the "competitive" level. The e -sports movement is an intellectual confrontation movement by using electronic equipment as a sports equipment. Through exercise, you can exercise and improve the thinking ability, response ability, the ability and willpower of the heart and limbs of the heart, the heart, and the limbs, and cultivate the team spirit. E -sports is also a profession, similar to non -video game competitions such as chess skills, the 99th official sports sports project in China.
    Chinese name
    I e -sports
    Foreign names

    Basic elements
    electronics, competition
    platform
    Internet
    directory
    1 Basic features
    2 Concept summary
    3 Error understanding
    4 industry composition
    ▪ E -sports game event
    ▪ Player n ▪ Sponsors
    5 Development process
    ▪ Reasons
    ▪ Development
    ▪ Status
    6 major event records

    1 Basic features Edit
    electronic sports movement There are two basic characteristics: electronics, competitive
    WCG2011
    "Electronics" is its method and means. It means that this sport is based on various software and hardware with information technology and the environment created by it. This is similar to equipment and venues in traditional sports. In the e -sports movement, "equipment" relies on information technology to achieve, which is also the difference between e -sports and traditional sports.
    "competitive" refers to the essential characteristics of sports, that is, confrontation. As a sports project, confrontation is the most basic feature. There are many categories and projects in e -sports, but the core must be confrontation and competition.

    2 concept summary
    It's understanding of the above understanding of the concept of e -sports movement: e -sports is based on competitive video games, information technology as the core software and hardware device as the equipment as the equipment as the equipment as the equipment. In the virtual environment created by information technology, in the unified competition rules and the confrontation video game competition under the protection of rules, e -sports is becoming a brand new sports.

    3 Edit Edit
    The view of "online game = e -sports" is wrong. With the development of the gaming industry, the continuous replacement of e -sports projects, e -sports is no longer a stand -alone game limited to IP direct or LAN. Although online games are very different in distribution, operation, payment methods, and the construction of the platform of the game, this does not affect some balancing and confrontation that are strongly added to the e -sports project. Regardless of stand -alone games (single games) or online games (multiplayer games), as long as they meet the two characteristics of "electron" and "competitive", they can be called e -sports games in the broad sense.

    4 The industry constitutes the editor
    The e -sports game event
    E -sports is inseparable from the platform, that is, TV games and computer games. All e -sports events are based on games. Internationally, the games as e -sports events are mostly FPS games, DOTA games, and fighting games. Wide -known e -sports games include World of Warcraft, DOTA, DOTA2, CS, Thor's Hammer, StarCraft, Empire Age Essence
    s3 World Finals
    E -sports events are generally held in the way of league, once a year, or one year in multiple seasons.
    With the rise of online games, sponsors are more inclined to online games, so the performances continue to join the e -sports event. However, due to sponsors, the most well -known international e -sports event WCG will be suspended from 2014. [1], e -sports events have also evolved into events sponsors and operators' own events, and e -sports products have gradually diversified.
    Make in domestic e -sports games and events
    The regular and regular e -sports game events that Chinese players can participate directly are:
    NEST National E -sports Contest: Hosted by the National Sports Information Center, the 2014 competition in 2014 The project is LOL, FIFA OL3, DOTA2, SC2, and [2] The show is the Three Kingdoms hegemony 2. [3]
    League of Legends: [4] League of Legends professional league, [5] League of Legends Class A professional league, Demasia Cup, etc. , ISS China Internet Cafe Super Tournament
    Ultimate firepower: EFCUP Champions Cup [8], EFM Masters [9], TGA Grand Prix
    Competition
    "WCG", "CPL" and "ESWC" are called the world's three major e -sports events.
    Tiers
    The emperor "Boxer"
    , "e -sports athletes", which refers to professional players who are outstanding, after layers of selection, are qualified to participate in e -sports competitions. Like traditional sports athletes, professional players need to practice a game (a project) for a long time.
    Players are generally divided into professional players and amateur players. The difference is that amateur players will only participate in the competition as amateur instead of game. Professional players generally belong to a furniture music department/team to form an employment relationship.
    Club
    fnatic
    also called teams. Like the club in the Sports League (such as NBA), it is a mutual benefit organization that is gathered by athletes. Professional teams generally have unique signs (such as team standards, team uniforms) and unified schedules.
    With the industry's specifications and the continuous improvement of game levels, more and more new characters have appeared in professional teams, such as leaders, coaches, analysts, etc. They are generally responsible for behind -the -scenes work, such as players' guidance and competitions. Analysis, etc.
    The sponsor
    LG sponsor the Korean interstellar 2 wealthy IM team
    The operation of the club is inseparable from the sponsor. The sponsor mainly provides support, physical or related services, etc. Sponsors carry out commercial propaganda to form a mutually beneficial relationship.
    The amateur teams generally have no sponsors, or sponsors of Internet cafes and individuals. Professional teams are more of cooperative relationships with clubs and sponsorship.
    The domestic competitions and teams have basically no requirements and choices for sponsors, but with the development of Chinese e -sports, Chinese domestic events and teams have become more and more cautious and professional. For example, in order to achieve the highest international standards for the display of the display, the TGC of CFPL, TGA, and the top Asian game event in China in 2013 finally chose BenQ as the only official designated display sponsor.

    5 Development of development
    1997
    The StarCraft
    years, the Asian financial crisis. Many entertainment programs in Korea have been stopped due to funding issues.
    In 1998, "StarCraft" was released. This cross -era game was loved by young people at the time. Some Korean television stations began to play low -cost interstellar programs in order to save expenses.
    When "StarCraft" enters the TV screen of ordinary people, the prototype of the e -sports industry structure has basically appeared.
    The cause
    In 1997, the Asian financial crisis broke out, and its harm spread to the world. South Korea's GDP increased by 5.8%in 1998, the Korean won has depreciated by 50%, and the stock market plummeted by more than 70%. Korean people have noticed that there are serious problems in the industrial structure of their country's economy: the pillar industries of the national economy are mainly exports, and they are too affected by changes in the world's economic environment. After the financial crisis, the South Korean government began to work hard to change the industrial structure. Soon, the Korean film and television industry and the game animation industry began to receive the government's support and rapid development, and the e -sports industry as a national economy has also gained huge development opportunities!
    Development
    In 1998, "StarCraft" was released. The economic crisis leads to a large number of unemployed persons. Many people
    The key competition can attract tens of thousands of people to watch
    So a Korean TV producer began to produce related programs of "StarCraft". On the one hand, the cost of tight funds at that time and the low cost of making interstellar shows, on the other hand, some people found that this humble computer game had huge development opportunities. This accidental historical opportunity has achieved amazing Korean e -sports.
    As of 2004, the annual output value of the e -sports industry in South Korea was about $ 4 billion, and the value of its related industrial chain even exceeded the automotive industry in South Korea.
    The current status
    It to this day, the world development of e -sports has lasted for more than ten years, but except for South Korea, no other countries have a complete e -sports industry chain like China. Many clubs and events are in short -lived, and they will eventually fail due to losses. Although as early as November 2003, the General Administration of Sports acknowledged that e -sports was the 99th sports that was officially launched in my country, this did not change the domestic e -sports industry.
    In March 2013, after the General Administration of Sports decided to form an e -sports national team, He Chao commented on his Weibo: "E -

    is also sports? Then, our project has been practiced so hard, and it ’s just a good game. It’ s for the first time. It also caused a heated discussion among netizens. It also caused the mainstream media ’s attention to e -sports for the first time. The number of participants in this topic has reached 10,000, and the number of onlookers on Weibo is even as high as more than 20 million. Weibo voting shows that nearly 70%of netizens agree that e -sports is sports projects, while People's Daily voting shows that only 20%of netizens agree that e -sports is sports. Although the General Administration of Sports and CCTV has repeatedly stated that e -sports has been recognized by the country, it also shows that the public lacks perception of e -sports. Mainstream media reports are lacking, and e -sports is mixed with ordinary game games.
    Nevertheless, e -sports has developed in the world for more than ten years. With the continuous standardization of the industry, the attention of mainstream media, the trend of commercialization, and standardization, it has become increasingly obvious, especially after the news of "e -sports and Olympics" has caused uproar. It shows that e -sports already has a certain influence. As an emerging competitive sports, e -sports has developed into a video game competition with a modern sports spirit.

    6 major events of events
    The ranking of the ranking
    2003
    E -sports became the 99th official sports project recognized by the General Administration of Sports of China.
    WCG2001 Chinese players won the StarCraft 2V2 World Champion
    Swedish SK team guest "E -sports World".
    The Korean President Lee Mingbo played a show with interstellar Ogogo at the WCG scene.
    2004
    The first China E -sports Games (CEG) was officially released.
    The State Administration of Radio, Film and Television released online game TV programs, and many e -sports programs have been affected.
    The Rocketboy won the championship in the Fatal1Ty Great Wall DOOM3 challenge and won 1 million yuan bonus.
    2005
    sky won the WCG Warcraft World Championship.
    "Lu Yu has an appointment" for the special show for the production of e -sports world champions.
    wnv.xiaot is a guest CCTV10 "Character" column.
    WNV won China's first CS World Championship in the third season of WEG.
    2006
    sky won the championship in WCG.
    sky selected for the top ten storms of CCTV's 2006 sports.
    2007
    The Asian Indoor Games introduced e -sports as a formal competition.
    WCG World Finals, Sky won the runner -up and did not complete the three consecutive championships. PJ won the interstellar runner -up, breaking South Korea's monopoly in the interstellar.
    2008
    Ten e -sports players became the Beijing Olympic torchbearer.
    ESWC announced bankruptcy because of repeated arrears of bonuses.
    The eleventh game of Chengdu introduced e -sports to official competitions.
    CPL stopped operating due to financial problems.
    The State Sports General Administration of Sports integrate existing sports and redefine e -sports as sports No. 78.
    Beyond the game
    CCTV10 "Encyclopedia Exploration" column was broadcast "No. 78".
    August, a UAE investment group acquired CPL and CPL returned.
    2009
    The documentary "Beyond The Game" directed by Dutch director José de Putter was released in the Netherlands. Cen) The story.
    The company acquired ESWC and announced that it would not inherit the debt before ESWC, and refused to pay the bonus that arrears during 06-08.
    WG2009 World Finals is held in Chengdu, China.
    WCG World Finals, Chinese players Infi and Fly100%Master Warcraft III Finals. This is the first time in WCG history to enter the finals at the same time in the same country in World of Warcraft.
    2011
    cctv5 "Sports World" played special e -sports programs.
    WCG World Finals World of Warcraft only 8 people participated. Sky won the runner -up and did not complete the three crowns.
    The first DOTA2 International Invitational, Navi won a $ 1 million bonus. Ehome won the runner -up.
    2012
    mlg charging live broadcast aroused controversy in American players.
    Tramate of the Korean MBC game contest, which is closed, is replaced by the MBC music station.
    The e -sports is nominated as the 2020 Olympic Games.
    "When Li Xiaofeng becomes Sky" published and ranks first in the novel sales. This is the first e -sports player in the world to publish a book.
    bwc Battle Network World Championship was held in the Shanghai World Expo Exhibition Center, Yao Ming appeared on the scene.
    ESWC officially announced that it will pay the bonus in 2008 in 2013.
    The emperor of the human race Boxer married the movie star Jin Jiayan.
    In foreign Nielsen has released the professional sports competition that the 12th National Congress has attracted much attention from American youth, and the MLG Spring Finals ranks second.
    The second DOTA2 International Invitational, IG won a $ 1 million bonus.
    WCG2012 Warcraft project, China won the top three, TED is the first champion undead in WCG history.
    2013
    The State General Administration of Sports decided to set up a 17 -person e -sports national team to play in the 4th Asian indoor and martial arts games.
    CCTV5 "Sports World" to play CF white sharks and Ma Zhe documentary.
    "Participating in e -competitions can be qualified for national second -level athletes".
    The e -sports venue Fengyun E -sports Museum opened in Shanghai.
    The national e -sports referee qualification certificate exposure.
    This acquisition of IGN was announced by the infinitely delayed IPL6 World Finals.
    jaedong's documentary "Competitive Kingdom" was released in Seoul.
    The US Immigration Service recognizes League of Legends as sports projects, and players apply for US visas will be regarded as professional sports athletes.
    "Star Charity E -sports Challenge" was held in Shanghai. The people attending this event include Olympic champion Chen Yibing, entertainment artist Zhang Wei, Song Xinni, Wu Lei, Gao Xin, China's five well -known e -sports teams, emperor Sky, well -known e -sports explanations of sports, entertainment and e -sports star.
    The first domestic permanent e -sports professional venue "Chuang · Stadium" appeared in Shanghai. It was invested by Jingrui Real Estate Group. It is expected that the transformation investment will reach 200 million yuan.
    The World LOL champion team on November 29, 2013, the Gambit Benq team sponsored by BenQ came to China to participate in the Asian top game event TGC, and conducted intimate contact and exchanges with the domestic team. Advanced professionalization experience has made China's e -sports industry a new understanding of the importance of e -sports equipment. [11]
    2014
    January 13th CCTV5 "Sports World" played a documentary of the League of Legends Royal Team. [12]
    In the early morning of July 22, Beijing time, in the Fourth DOTA2 International Invitational (TI4) ended in Seattle, USA, the NewBee team from China won the finals champion and won 5 million US dollars (about 5 million US dollars (about 31 million yuan) bonus.

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