On November 3, the iG team won the first World Championship of the hero League on behalf of LPL, and the game circle was blown up. Further on, the Chinese players wore gold and silver in the Asian Games electric competition performance competition, and the players were boiling with blood. Every heavyweight victory in China’s competition will trigger young people’s revelry.
When they celebrate their youth and dreams together, do they win understanding and respect among a wider group of people, or increase their vigilance and anxiety?
This summer, Xinhua reporters interviewed former world champions, current professionals, industry practitioners, game-loving teenagers and anxious parents, as well as sports and sociology experts. They tried to analyze the topic of the times on the basis of respecting each individual.
The three experts we interviewed (Yi Jiandong, a well-known sports scholar, Li Ding, an associate professor at the School of Society and Population, Renmin University of China, and Hong Jianping, an associate professor at the School of Journalism and Communication, Beijing Sports University) revolved around E-sports and sports, E-sports and electronic games, the popular social and cultural background of e-games, intergenerational contradictions and house culture. We share our views on corporate responsibility and industry management. There are many sharp and deep points. Their core points are summarized below.
Famous sports scholar Yi Jiandong
Is competition a sport?
Yi Jiandong (hereinafter referred to as Yi): I do not agree with putting it in sports. There are two biggest differences between E-sports and sports. First of all, E-sports is only a simple coordination of human hands and brains. It is not a test and preparation for human body, technology, skills, abilities and physical fitness, a contest. Secondly, it is not a natural result of human technology, ability and physical ability in this process. Sports must strengthen physical fitness, show people’s physical fitness, skills and energy, and take this as the main basis of measurement. And long-term people engaged in electronic sports, fingers will be easy to stiff, shoulder and neck will be sick, and even cause visceral, cardiovascular and many other problems, in this regard, there are many research results can be proved at home and abroad. So I think if sports are sports, there is no boundary for sports.
Two, how do we view the efforts of the competition to win the Olympic Games?
Yi: The Olympics is a gathering of young people, but it must be an active and healthy way of life. At present, the lack of youth sports is a common fault of all mankind. If the IOC does not rectify the deviation, but caters to it for a part of the youth, it runs counter to its own values. If the IOC accepts E-sports into the Olympic Games prematurely, I think it will be its own end.
Three, what problems do Chinese society have when facing the competition culture?
Yi: In fact, any sport, including e-sports, game sports, including our traditional sports, is facing a social and cultural factor. In fact, it is to balance. Now the biggest problem in China is imbalance. Governments, businesses, media and scholars should have different voices at all levels of economy, society and culture. We should really understand and see the factors behind it. China has not formed a relatively complete or balanced social environment for the development of E-sports or e-games. In this sense, we need to hear more reflection on the disadvantages, shortcomings and defects of e-sports. But our aim is not to eliminate it, but to develop it orderly and healthily. It can indeed be said to be a trend of historical development, and has positive value and significance in many respects. But there is no good or bad thing in the world, but at what stage do we form an effective and rational use of it? In this sense, I am not an opponent of competition, but I want to think rationally. I say criticizing and criticizing the word academically is also a neutral word.
Four. Advantages and disadvantages of electric competition
Easy: On the one hand, for example, we can make the relationship between employees and leaders better through games, and even let more people create ideas for enterprises through a large number of game modes. Even in the military, science and technology, medicine and many other aspects, can produce many positive opinions and suggestions through the game mode. In the past five to ten years, Americans have applied a large number of game-based thinking and game-based models to almost all areas of society, which can inspire, unite, train people, and even win more innovation and creativity for enterprises.
I think there are two extreme situations in our society’s understanding of e-sports. One is that it is a fierce beast of floods. It makes children indulge in it, delay their study, divorce from the real society, damage their health. The other is that it is an industry. So many people are willing to watch and participate in the competition. It can earn money. Unexpectedly, it has become an irreversible interface. The game thinking behind this irreversible interface is an opportunity that can not be ignored in our society. It can promote the better transformation of our society and the emergence of new development models in our various industries.
Five, what are your reasons for opposing the development of China’s current competitive development?
Yi: The first and biggest problem is that the physical condition of teenagers in Chinese society is not ideal, including physical health, sports activities and diseases, which have reached the point of threatening national defense security. We have been striving to improve the physical fitness of young people, at this time we vigorously support the e-sports, which completely offset our hard-won little achievements in promoting sports. This is the saddest and most worrying thing I feel at the moment.
Second, although the United States, Japan and South Korea are also competing on the Internet, and even encouraging them, one of the biggest differences between them and us is that their sports traditions and conditions are good enough. Too many children in China have not been educated by sports and, in the most popular words, have never tasted sports. And the pleasure of achievement was immediately captured by the electric race.
Sixth, if the competition wants to become the mainstream culture, what kind of improvement and development should it do?
Yi: There are three things that China’s e-Competition culture lacks most at present. The first is to improve other areas of social life through e-competition, not to talk about e-competition. The second is that China’s e-Competition itself should be combined with people’s health. The third is that it must be allowed to have its opposite side and sufficient capital. Tolerance should allow other sounds to appear.
Seven, what should the government do in the management and control of electric competition?
Yi: From the national level, I think the first thing is to encourage scientific research and public opinion propaganda of e-sports, especially its defects, drawbacks and deficiencies. We should set up relevant research institutions and project funding. Besides the government level, far-sighted enterprises should also do this. Secondly, I think the goal is In the past, higher taxes should be levied on the e-sports industry; thirdly, the scope of the industry should be appropriately limited, for example, schools should not be allowed to set up battle teams; fourthly, many places are still engaged in e-sports towns, which should be regulated rather than laissez-faire.
Li Ding, associate professor of China Social Survey and data center, Renmin University of China
According to statistics, the number of heroes League finals last year reached 4-5 billion in the world. What is the structure of China’s crowd watching electric games and playing video games?
Li Ding (hereinafter referred to as Li): we can briefly summarize several characteristics. The first is that there are more young people, more after 90 and 00. If a specific number is used, it should be between 18 and 35 years old, and more than 90% of them are male. However, with games like King Glory becoming relatively simplified, especially mobile games, we can see that more and more girls are paying attention to electronic games and playing games. This is a trend. Another feature is that the proportion of the two or three tier cities is relatively high. Data show that about 60% of the competitors and game followers come from second-and third-tier cities, while the first-tier cities and countryside together account for about 40%.
Two, why is it popular? What kind of social foundation are there behind the structural characteristics of the crowd?
Li: Generally speaking, sociology believes that games, especially group games, are a very important way for children to learn social norms, how to deal with people, how to express emotions and how to control emotions. In this sense, games are human nature. There are, of course, many other social factors. Can be divided into the following categories:
First, video games have very important technological elements.
Second, its popularity is related to the social environment. Our children return to the community and have no place to play. In the view of parents, apart from schools, the home is safe, outside is a world of distrust, and there is not enough public space in the city. When our parents are unable to provide high quality companionship and guidance, children are easily attracted by video games.
Chinese society is rapidly urbanized and urbanized, transforming from the acquaintance society to the stranger society. What kind of citizen’s life will be constructed in the future, in fact, our common people, researchers and even the government have not yet figured out. There is a house culture in Chinese tradition. If the public living space does not improve in the future, then our house culture will develop.
Third, it has a lot to do with the designer of the game. The game you play may be one of the world’s top scientists or scientific teams, supported by the most abundant capital, through teamwork. Their grasp of players’ psychology may be very deep.
Fourth, the popularity of electric competition is inseparable from the great background of the great development of culture and entertainment.
Third, how to treat the general dislike of Chinese parents towards competition and video games, and the significant inter-generational contradictions around this topic?
Li: the sense of hardship of Chinese families is very strong. Chinese children have been involved in a game of adults since childhood, an adult game to maintain their social status or climb the social ladder. Instead of purposelessly developing their friendship and exploring their hobbies and inner world, they play fewer games. Most children live a rational and restrained life close to that of adults. We should see the importance of games for human development. As a parent, I think we should keep an open and learning attitude. Douglas-Adams says that people often think that inventions they encounter between the ages of 15 and 35 are trendy, and that those they encounter too late and too early are either too old-fashioned or symbolic of the world’s corruption.
Young people are born to the Internet aborigines. We should understand their lives from the perspective of their growing environment, and then look at what games mean to them, rather than from the perspective of an adult from top to bottom, looking down and scolding.
The intergenerational contradiction is more obvious when the society changes drastically. This is really for Post-80 generations.