E -sports entered the Asian industry ushered in the turning point of this conference.

Author:Zhejiang Daily Time:2022.07.26

Zhejiang News Client reporter Shen Lianyu

From July 26th to 27th, with the theme of "Competition in Asia", the 2022 Global E -sports Sports Leaders Summit and Tencent E -sports Annual Conference were held in Hangzhou. This is guided by the China Audiovisual and Digital Publishing Association's E -sports Commission. The platform allows outstanding pioneers and peers in all areas of the global e -sports industry to share their experiences and forward -looking thinking.

At the meeting, the Asian Olympic Council Director of the Asian Games Department of the Asian Games Heide Faman, the chairman of the Asian Electronic Sports Federation Huo Qigang, the former head coach of the Chinese women's volleyball team Lang Ping, and the representatives of the Asian countries and the e -sports associations of Asia A total of more opportunities for e -sports global development in the background of e -sports in the context of e -sports.

After 20 years of development, China's e -sports has achieved obvious results, and the ecosystem of the e -sports industry has gradually improved. As a formal project at the Hangzhou Asian Games, e -sports will become a turning point in the entire industry. It will gradually become sports activities and cultural content that everyone can enjoy.

"In recent years, we have witnessed the rise of Asian e -sports after another. In all aspects of the number of audiences, the scale of the event, and other aspects, they are in the world's leading position. After the Asian Games in Jakarta, we have more confidence in the appearance of e -sports at the Hangzhou Asian Games. "Heide Faman said that the Asian Olympic Council will continue to work with the Asian Electronic Sports Federation to fully support the 19th Asian Games Electronics Electronics Organization of competitive projects.

Coach Lang Ping combined with past competitions and coaching experiences to give suggestions for e -sports players who are about to participate in the Hangzhou Asian Games: "From the perspective of technical tactics, everyone must have made a lot of preparations. The most important thing is psychological tolerance. . It is enough to make the usual training without reservation. Don't put more pressure on yourself. It is normal to lead or lag behind in the game. To keep a normal mind. In the face of different problems, you must quickly adjust yourself to yourself. As long as there is no end, the situation on the court will change. I hope e -sports players must persist in the end when they are leading or backward. "

Not only that, Zhang Yijia, general manager of Tencent Interactive Entertainment Tianmei E -sports Center and the head of King Glory E -sports, Wang Sheng, Director of Perfect World E -sports Senior event, Yao Shaolong, general manager of E -Soul Network R & D, Electric Soul Network Studio Studio , Lu Peng, Vice President of Tencent Games, Pang Ye, senior e -sports director of the NetEase Blizzard Cooperation Department, Jin Yibo, deputy general manager of Tencent Interactive Entertainment K6 Cooperation Department, Teng Jing Sports CEO, Tencent Interactive Entertainment Photon Marketing Director and PEL Alliance Chairman Liao Kan, CAPCOM " The person in charge of the eight major entry of Matsumoto Matsumoto Matsumoto Matsumoto Matsumoto's Eight East E -sports project shared his views on the sub -forum of "Entering the Asian New Development in Asia".

In the history of the development of domestic e -sports, this is the first time that many project leaders talk about a topic together in public. At the key nodes of the development of Chinese e -sports, the "head of the people" of e -sports gathered the new blueprint for the industry, and the Chinese e -sports market ushered in the key turning point of "from competition to harmony".

"Integration", "standardization", "sense of social identity", "international", "honor", etc., have become keywords for discussion. The eight leaders have said that selected for the Asian Games is another important "starting point" in the development of the e -sports industry. The Asian Games brings not only honor, but also more impact on the development of the industry. The positive value of e -sports society is continuously enlarged. It is expected that on the Asian Games stage, using e -sports products as a carrier to pass on the positive value of Chinese self -developed science and technology, the beauty of traditional Chinese culture, and the positive value of Chinese e -sports, further help e -sports Exercise development.

At the meeting, the "2022 Asian Gaming Industry Development Report" was also released. The report shows that global e -sports audiences are expected to reach 532 million by the end of 2022, and the number of Asian e -sports audiences will also exceed 300 million. At present, China has become the world's largest e -sports market. In 2022, global competition revenue will reach US $ 1.384 billion, and China will provide about one -third of the global e -sports market.

At the same time, the report pointed out that as the perception of e -sports in the Chinese public is becoming more and more significant, e -sports has gradually showed a popular trend. In the context of e -sports as a formal competition, the process of e -sports sports has accelerated acceleration. In status, about 70%of Chinese netizens have agreed with e -sports as a sports.

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