China Daily (Hong Kong)

CHINESE GAMERS WARMING RAPIDLY TO ESPORTS

Formal recognitio­n also advances with inclusion as a demonstrat­ion activity at the Asian Games

- By SHI FUTIAN shifutian@chinadaily.com.cn

The roar generated by more than 20,000 fans at the Dalian Sports Center Stadium and the cheers of 18,000 at Shanghai’s Mercedes-Benz Arena on the same day stand as firm evidence of the progress of esports developmen­t in China.

The fans were attending two major events on July 8 that showcased the dawning of a new era for the country’s esports players.

In Dalian, Liaoning province, the event was the League of Legends Rift Rivals, a regional esports tournament based on one of the world’s most popular PC games, LOL. In Shanghai, it was the Spring Season Final of the 2018 King Pro League, an esports competitio­n based on Tencent’s mobile game hit King of Glory.

Esports involve multiplaye­r video games played competitiv­ely by profession­al gamers.

Staged soon after Chinese esports team Royal Never Give Up was crowned world champion at the LOL MidSeason Invitation­al in Paris in May, the enthusiasm shown on July 8 once again demonstrat­ed the strength of China’s growing esports and booming gaming industry.

In Dalian, the League of Legends Pro League, China’s top profession­al league for LOL, which consists of Chinese clubs RNG, EDward Gaming, Rogue Warriors and Invictus Gaming, claimed the regional championsh­ip by defeating the league from South Korea 3-2.

In Shanghai, two of China’s most competitiv­e King of Glory clubs, EDward Gaming and Hero, competed against each other to find the country’s best. The Hero team, which made it to the season’s final for the first time, won the championsh­ip 4-1.

No matter the winner, the two events showed just how popular esports has become in China, attracting a total of 38,000 spectators. Still, this figure is just a tiny fraction of the country’s esports fans.

According to the League of Legends Pro League, live broadcasts of its games were viewed more than 7 billion times by Chinese fans in the first half of this year, with the total time they spent watching games reaching 1.38 billion hours.

To allow fans a closer connection with their gaming idols, the league also introduced a home-and-away system for its clubs, similar to traditiona­l sports leagues such as the National Basketball Associatio­n in North America.

The average demand for seats at the five home stadiums has reached more than 90 percent, and the league is working to select home venues for all the clubs, prompting interest from many Chinese cities willing to provide preferenti­al policies to support these clubs.

The situation is also promising for the King Pro League.

King of Glory has attracted 200 million registered users since its launch in 2015, and live broadcasts from the league, which was formed in 2016, were watched more than 10.3 billion times last year with total prize money of 6.85 million yuan ($1 million).

The broadcasts and other content from the league’s Spring Season this year have been viewed more than 4 billion times, a 42 percent yearon-year rise, with daily viewership of league games reaching 34 million.

China’s esports market value reached 5 billion yuan last year and this will grow to 8.48 billion yuan this year, according to the 2018 China E-sports Developmen­t Report.

This was published by Tencent E-sports, Penguin Intelligen­ce and China Electronic Athletics magazine at the Global E-sports Leaders Summit and Tencent E-sports Annual Conference in Shanghai last month.

By 2020, the market value is expected to exceed 20 billion yuan. Last year, there were 250 million Chinese gamers and this figure is expected to rise to 300 million by 2020.

North America and China are the two major pillars of the global esports industry, accounting for 37 percent and 15 percent of the market respective­ly, according to the report.

In 2016, China’s esports income growth rate hit 56 percent, 4 percent higher than the global average, and the industry has reacted accordingl­y.

“We have been paying close attention to the developmen­t of esports in our country,” said Li Jian, a Ministry of Culture and Tourism official, at the Global E-sports Leaders Summit.

“In recent years, the market scale, market value, users and tournament prize money of Chinese esports have all been skyrocketi­ng, attracting the attention of the government and other interested parties.”

However, the booming market faces a number of challenges.

“Many local government­s have different preferenti­al policies, but there are no unified plans to support esports’ developmen­t,” Li said. “Also, the industry chain of our country’s esports is incomplete and the long-term profit model is immature. More important, the industry needs to be properly regulated.”

The increasing prize money could also endanger the industry’s healthy developmen­t.

Wei Jizhong, Olympic Council of Asia honorary president, said: “The rising prize money could be a problem. If the prize money is too high, the whole sport could become too profitdriv­en, which would not be good news.”

Asian Games inclusion

For Chinese esports, the progress made this year is a dream come true.

The highlight has been the milestone creation of a national team, with esports included as a demonstrat­ion sport at the 2018 Asian Games in Jakarta.

The decision was made last year, and in May the Asian Esports Federation announced the six games to be used in Jakarta. The Games open on August 18 and run for two weeks.

The list features three individual games:, the realtime strategy classic StarCraft 2 and collectibl­e card hits Clash

Royale and Hearthston­e.

There are also three team games: Pro Evolution Soccer, the multiplaye­r online battlefiel­d arena game LOL and Arena of Valor, an internatio­nal

version of King of Glory.

“Adding esports to the Asian Games was much tougher than we thought,” said Wei, the Olympic official who successful­ly pushed for the inclusion. “After long negotiatio­ns, we agreed on three principles — no violence, making sports games a priority and guaranteei­ng fairness.”

“It’s only a demonstrat­ion sport now, but we are trying to make it an official medal sport for the 2022 Asian Games. Esports is a popular trend among young people. We can never cut this connection with the young.”

The Chinese team was formed to compete in three games: LOL, Arena of Valor and Clash Royale.

The team boasts Jian Zihao, also known as Uzi, one of the world’s best LOL players, and three other members of worldrenow­ned Chinese club RNG, so the LOL squad of Team China is expected to win a gold medal.

With Arena of Valor developed in China and members of the AOV unit of Team China all top players in China’s King Pro League, the country is also determined to pocket another gold.

However, that will not be easy, especially for the Arena

of Valor squad, as the internatio­nal version of the game has many modificati­ons compared with the domestic King of Glory.

All three Team China squads have qualified for the Asian Games, with the LOL squad ranking third and the

Arena of Valor squad second in the qualifying competitio­ns, which attracted 27 countries and regions.

Zhang Yuchen, aka Lao Shuai, a member of the Arena of

Valor squad and a profession­al player in the King Pro League, said: “When we finally qualified for the Asian Games, it was a huge relief for me. It’s a very special experience for me to fight for our country and train with other members of the national team.”

Liu Jieming, aka KU, another member of the national Arena of Valor squad agreed, saying, “We knew that the esports strengths of many countries such as South Korea were very strong, but at Arena

of Valor we will never to lose one inch of our land.”

Plentiful jobs

Although the value of China’s esports’ market is huge, the industry desperatel­y needs more talent. With no shortage of gamers, it has many other vacancies waiting to be filled.

There are an estimated 260,000 vacancies in the domestic esports industry, according to a university esports developmen­t report published by the Network Film and TV Center of the Chinese Communist Youth League in May.

However, the jobs do not involve playing games. Authoritie­s are trying to nurture profession­al game designers, coaches, tournament mangers and esports live broadcaste­rs.

The report also announced the launch of the Chinese University E-sports League to help further boost the healthy developmen­t of esports, especially at university level. Through the national esports league, the Youth League plans to nurture and regulate the emergence of more esports clubs at universiti­es and create more job opportunit­ies in the sector.

According to the 2018 China E-sports Developmen­t Report, 32.6 percent of esports users in China are willing to work in the industry, and 24 percent of the users who are parents support their children in finding jobs associated with esports.

According to the report, 32.3 percent of people want to work on live-broadcast platforms for esports, 31.9 percent have chosen to work in esports clubs, and 23.7 percent want to work as game designers. However, only 19.9 percent want to become profession­al gamers.

To fill the positions, universiti­es across China have work to do.

In September 2016, the Ministry of Education listed “esports and management” as a college major, paving the way for higher education institutes to offer related courses and diplomas.

Among the universiti­es offering esports classes, Peking University has received the most attention. Chen Jiang, associate professor at the university’s School of Electronic­s Engineerin­g and Computer Science, started an esports class in the spring semester.

Chen said the course is not a gaming training camp, but includes in-depth study of the gaming industry, game designs and user experience.

“When I prepared the class before the semester, I did a lot of research on how foreign universiti­es have incorporat­ed esports courses,” Chen said. “A typical example is the University of Southern California, one of the best universiti­es in the United States. Students there can earn around 14 academic degrees at different levels associated with games and esports, including game design.”

Chinese tech giant Tencent has also been helping to nurture more talent by working with schools and different organizati­ons and universiti­es, including Communicat­ion University of China, which added an esports-dedicated subject — digital media art — last year. It is also one of the first schools in China to offer degrees in game design.

Mars Hou, a senior manager with Tencent Interactiv­e Entertainm­ent, said, “Esports education is a very new area for everyone, and like many new subjects, the industry’s developmen­t has already gone beyond academic studies.

“Tencent E-sports has been building a system, including academic education, that offers diplomas, profession­al training and general education for the public. On the one hand, there is a desperate need for talent. On the other hand, we can never rush it. Education is rigorous, which needs patience.”

 ?? PROVIDED TO CHINA DAILY ?? More than 20,000 fans cheer games in the League of Legends Pro League, China’s top profession­al league for LOL, at the Dalian Sports Center Stadium in Dalian, Liaoning province, where the Chinese league claimed the regional championsh­ip by defeating...
PROVIDED TO CHINA DAILY More than 20,000 fans cheer games in the League of Legends Pro League, China’s top profession­al league for LOL, at the Dalian Sports Center Stadium in Dalian, Liaoning province, where the Chinese league claimed the regional championsh­ip by defeating...
 ?? PHOTOS PROVIDED TO CHINA DAILY ?? Left: Players from the League of Legends Pro League hold the championsh­ip trophy at the tournament in Dalian, Liaoning province. Right: The Chinese team Royal Never Give Up on the way to victory over a South Korean team this month in Dalian.
PHOTOS PROVIDED TO CHINA DAILY Left: Players from the League of Legends Pro League hold the championsh­ip trophy at the tournament in Dalian, Liaoning province. Right: The Chinese team Royal Never Give Up on the way to victory over a South Korean team this month in Dalian.
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