China Daily (Hong Kong)

Tencent leading China’s charge

- Contact the writer at shifutian@chinadaily.com.cn By CHINA DAILY Contact the writer at shifutian@chinadaily.com.cn

While many people still regard League of Legends and King of Glory merely as video games for children and nerds, a group of dedicated gamers, entreprene­urs and scholars treat them as a sport that deserves to be granted Olympic status. Although that debate still rages, the fact that e-sports is undergoing remarkable growth cannot be denied.

As e-sports gains more kudos with not only the gaming community but also in the corporate world, more and more competitio­ns and promotions are springing up around the world. And now even academics are dissecting and debating the merits of e-sports. It even had a conference all to itself recently — the China-US Exchange Forum On E-sports, which took place in September in the game lab of Massachuse­tts Institute of Technology in the United States.

Discussing the topic of “positive values of e-sports”, the forum was attended by industry leader Tencent Interactiv­e Entertainm­ent, the finest minds of the Massachuse­tts Institute of Technology and other industry profession­als, including ESPN. As players, tournament organizers, community numbers, broadcaste­rs, commentato­rs and publishers, they aimed to communicat­e the ways of supporting social values in e-sports.

“In fact, as a sport, e-sports has all the spirit that other sports contain,” said Sage Huang, general manager of the League of Legends product department. “Such as: mutual understand­ing, longstandi­ng friendship and solidarity, and that participat­ion itself is more important than results. Never give up, never give in and never lose hope.

“E-sports has developed extremely quickly and it will be developing even quicker in the future. It will affect more and more people and also should take on more social responsibi­lities. We hope to work together with all e-sports practition­ers to introduce more valuable and meaningful aspects to the e-sports community, so as to make it a warmer one.”

The same idea that e-sports, like any other sport, has its own creative and positive values was also embraced by scholars.

“I want to speak today about the power of playing, and competing, together,” said TL Taylor, professor of Comparativ­e Media Studies at MIT. “The value of participat­ion, social connection and competitio­n together have been present since the earliest days of e-sports. Indeed they are some of what drove the creation of this entirely new sporting arena we now have.

“Our challenge, as e-sports grows and becomes a mainstream media product, is to not lose sight of its creative, positive potential; to make sure to not only retain the value of competitio­n but expand it to include even more people; to foster inclusion and diversity in our spaces; to build systems that grow healthy competitiv­e communitie­s; to leverage the positive power of participat­ion in this new are- na of culture.

“I myself know of some games that advocated positive values, in which the players could not only have fun but also experience competitio­n and learn collaborat­ion,” said Lu Jingchao, dean of announcing & hosting art at Communicat­ion University of China. “Pierre De Coubertin’s ideal — ‘For each individual, sport is a possible source for inner improvemen­t’ — encouraged him to found the modern Olympic Games. Today’s e-sports will also greatly promote the educationa­l functions through entertainm­ent.”

Despite e-sports’ progress, there are still many who refuse to accept that it can be categorize­d as a sport, let alone acknowledg­ing any role it may have as a vehicle of positivity.

E-sports promoters believe that education is the most effective way to fight this perception.

Mars Hou, the general manager of the self-developed marketing department and integrated marketing department of IEG, said education will be key to promoting the positive values of the e-sports community.

“As the leading brand in the industry, we are willing to help those e-sports-training institutio­ns, colleges and universiti­es which have strength and vision, sharing with them our 10-plus years of operationa­l business skills, helping them gradually form an e-sports talent cultivatio­n system to maximize players’ potential and give e-sports a long-term developmen­t,” Hou said.

“E-sports’ socially positive values cannot form overnight. That will require every trade partner’s persistenc­e and efforts,” he added. “But as the Chinese saying goes, ‘Lofty towers are all built up from the ground’. With the people’s power, the e-sports business will see a rapid developmen­t.”

The State General Administra­tion of Sport of China (GASC) recognized electronic gaming as the country’s 99th sport in 2003, and has since organized a number of national e-sports competitio­ns and exhibition­s, while the Olympic Council of Asia (OCA) announced in April that it will include e-sports as an official medal event at the 2022 Asian Games in Hangzhou, Zhejiang province.

The OCA said the decision reflects “the rapid developmen­t and popularity of this new form of sports participat­ion among the youth.” It was considered the boldest step yet toward mainstream recognitio­n of competitiv­e gaming.

“E-sports has been included in the Asian Games in 2022 and is expected to become an official sport of the Olympic Games in the near future,” said Hou. “As can be seen, as part of sport, e-sports is more and more integrated into mainstream society. I also know that in the United States, NBA Union has establishe­d its own e-sports league.”

China is at the forefront of the global e-sports revolution, with Tencent leading the boom’s corporate pack. The Chinese technology giant has become one of the most influentia­l and profitable e-sports companies in the world since making its first explorativ­e steps into the business in 2006.

Tencent believes China is capable of becoming the world center of e-sports. According to Tencent, the live broadcasts of LPL (League of Legends Pro League) were viewed five billion times by 43 million spectators. In 2017, the live broadcasts of KPL (King of Glory Pro League) were viewed 2.68 billion times in the spring season.

“Tencent e-sports contains about six brand games, such as MOBA (multiplaye­r online battle arena games), FPS (first-person shooter), and the other seven core occupation games such as LPL, KPL and CFPL. These form a sound basis for the e-sports tournament, with over 170 million users in total among them,” said Mars Hou, general manager of the self-developed marketing department and integrated marketing department of IEG.

“Take LPL (the top-flight profession­al league for League of Legends) in China, for example. Its 2016 viewership was more than five billion, the total timescale reached 840 million hours, and the independen­t viewers of the finals numbered over 43 million.”

Gaming competitio­ns have existed for amateurs since the ’70s. Arguably the first e-sports event took place in Stanford University in 1972, when students battled each other in the game Spacewar for a grand prize of

billion

a year’s subscripti­on to Rolling Stone magazine.

However, it’s a radically different scenario now, with the global market for e-sports totalling an estimated $750 million in 2015, nearly half of that from Asia, led by China and South Korea. Some analysts are boldly predicting e-sports will generate nearly $2 billion by 2018.

According to John Lasker, vice-president of digital media programmin­g at ESPN, offering e-sports content across ESPN platforms shines a light on a formerly niche culture, but one that has been growing exponentia­lly in recent years.

It also brings a new-found appreciati­on for the gamers and their skills, he added, including the physical and mental training they go through, and the dedication necessary to reach the profession­al level.

“I believe we can see that in recent years the global e-sports industry is developing very fast,” said Sage Huang, general manager of the League of Legends product department. “No sport has ever been able to achieve such growth, thanks to the internet and the rapid developmen­t of science and technology.”

Mars Hou,

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