Science and technology empower sports "e -sports Beijing 2022" city challenge simulator group to start

Author:Beijing released Time:2022.09.05

Recently, the "E -sports Beijing 2022" Urban Challenge, hosted by the Beijing State -owned Cultural Asset Management Center -Simulator Group -professional group finals in the IWORK Science and Technology Cultural and Creative Park in Yaojiayuan, Chaoyang District, Beijing. The professional group of this field is live broadcast through the Huya platform, which aims to attract many core racing cars and e -sports people, and enhance the popular cognitiveness and influence of the event e -sports projects.

It is reported that the e -sports Beijing 2022 Urban Challenge -Simulation Group Competition is divided into professional groups and mass groups. The Volkswagen Group recruits Volkswagen players. The professional group recruits more professional community players. The game game adopts the multiplayer racing game "Assetto Corsa". The game gives players the most real and delicate racing experience. The game uses the second -generation DX11 technology to restore real tracks such as Beijing Jingang and Beijing Ruisi.

In the early stage of the event, the Simulator Group has set up online registration channels, and a total of 10 players in the game community recruiting game veterans and senior players of racing simulator. Players participated in professional group competitions in their personal names, and counted two rounds of events. In the first round, 10 contestants were paid through lottery and played in accordance with a group of 5 people. The players use the racing simulator to participate in uniformly, and have passed the 30 -minute practice and the 15 -minute ranking.

According to the fastest circle in the rankings as the basis for ranking, the players Wang Wenxuan, Wang Xiaojiao, Shao Jinzheng, Liu Hantong, and Meng Meng were promoted to the second round of events as the first round of the first round. Two rounds include a 15 -minute ranking and a 30 -minute game. The first 15 -minute qualifying match was carried out, and the five players were in the battle. In the end, the player Wang asked the first place in the ranking, the player Wang Xiaojiao won the second place, and the player Liu Hanyong won the third place in the ranking. The final result will also determine the departure order of the competition.

During the competition, Wu Xijun, director of the Planning Development Division of the State -owned Cultural Asset Management Center (Industrial Promotion Office) of the organizer of the organizer of the organizer, and his party came to the scene to watch the competition, gave a high evaluation of the e -sports simulator project, and helped the simulator project to promote the simulator project. The digital and networked development of traditional sports is highly affirmed.

In the last round of the main match, the five players each played excellent levels. In the end, Liu Han, the player, ranked first in the ranking of 30: 58.285. Group champion.

As one of the e -sports ecosystems, virtual sports have become an important bridge connecting e -sports and traditional sports in recent years. With the development of science and technology, traditional sports such as football and basketball gradually break the space constraints. Players can be immersed in sports scenes such as racing, skiing, golf, etc., and confront them with real players or computers. "Competition", sports gaming is creating more possibilities for sports sports.

In July of this year, the "Working Plan on Sports to help the economy promotes the activation of consumption" issued by the State General Administration of Sports mentioned that "accelerate the integration of new technologies such as 5G, big data, artificial intelligence, etc., and vigorously develop digital sports" and other measures, vigorously develop digital sports. " It will continue to deepen the important concept of "science and technology to sports". Driven by the International Olympic Committee, emerging e -sports forms such as VR and simulator have become one of the best carriers to promote e -sports to the public.

The "E -sports Beijing 2022" Urban Challenge Series Activities, as one of the "One Meeting Multiple Matters" activity, based on the functional positioning of the national cultural center, focus on the construction of the e -sports industry brand center. The integration of innovative elements into the event has spawned more new types of events, further highlighting the characteristics of Beijing Culture and Technology integration, and promoting the capital citizens to establish a healthy e -sports concept. In the global epidemic environment, many traditional sports events have been forced to stop, and e -sports events remain in operation and show more vitality. The integration of traditional sports and digital life will also start a new journey of future sports development.

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