Li Lijun, President of Fang Hao Science and Technology: International and Domestic E-sports Status and Future 2004-01-1216:15: 00 Sports Network-Thank you, good afternoon! As a forum here, many comments also represent my own views on e-sports. Let me explain Fang Hao's point of view. First of all, I want to express here that the country has incorporated e-sports into sports events, and we are here to celebrate on behalf of domestic e-sports fans and players! Fang Hao battle platform has occupied a certain market scale in the field of e-sports. Up to now, there are nearly 200,000 online users and the number of registered users exceeds160,000. The development of e-sports abroad-CPL is the forum of e-sports today. I want to talk about my own views on e-sports. Speaking of e-sports, we have to talk about the three most popular and famous events in the world. CPL is the top competition in the world. 1997 was founded in the United States. So far, it has successfully held dozens of competitions around the world. The United States was widely welcomed by players after the game, and the biggest support came from hardware manufacturers. For example, Intel expressed its strong agreement with its model. CPL agrees with the development of first-person shooter, which greatly promotes the improvement of hardware functions. Various hardware manufacturers expressed great support for this, and CPL beat its main competitor PGL. This model initiated by CPL has brought an idea to China's e-sports. If we want to develop e-sports, we may have to combine some advanced ideas from abroad and some ideas from manufacturers. CPL is the biggest tournament in the world. Next, it will enter China, and its president has made it clear that its Asian headquarters will be located in China and Shanghai. The ideal of CPL is to put the whole event in the world. Last time I answered a question from a Sina friend. This is a very successful profit model, which unites dozens of large-scale tournaments around the world in Europe and Asia. The development of e-sports abroad-WCG, let's talk about WCG in South Korea first, and many friends here will pay attention to it. Last year, WCG2003 attracted interviews and follow-up from many TV stations and media in China. More than a dozen countries around the world sent TV stations and media to South Korea for interviews. South Korea's WCG originated in 2000, and such activities were strongly supported by the government from the beginning. In the final of 2003, the President of South Korea attended the opening ceremony of the competition and confronted Samsung players in South Korea at the closing ceremony. South Korea's success lies in the support of the government and entrepreneurs with excellent vision for e-sports. South Korean Samsung invested nearly 300,000 US dollars in China last year, but it got the attention of tens of millions of e-sports fans in China, including the attention of all the media in China and those young players. I think this attention far exceeds the advertising effect of its brand in China. The development of e-sports abroad-ESWC ESWC was established by the French in 2000. Such an event actually stems from the romantic characteristics of the French and the very high quality of the Europeans. The standard of living in Europe has always been in a very high position in the standard of living in the whole world. In fact, such a big event has gradually taken root in people's hearts. In 2003, China also participated. The development of e-sports abroad-Overview Generally speaking, Europe, America and South Korea have formed e-sports industries of various scales. Let's take South Korea as an example. In 2002, the output value of Korean games reached 7 billion, and that of China reached 900 million. The output value of 900 million is probably too much for an industry. It is not enough to talk about only one industry, because it will cost more than one billion to build a building in Beijing, which also proves that the development prospect of China's game industry is very huge. Because such a development prospect does not mean that we have one billion or one hundred billion, but we may have tens or even hundreds of billions. The worldwide e-sports competition is becoming more and more mature, and the rules of the schedule are also institutionalized and standardized. Governments in many countries strongly support the development of e-sports, and computer hardware manufacturers have also invested a lot of money in games. At the same time, CPL, WCG and ESWC have gradually transformed into large-scale diversified entertainment activities. Compared with mature international competitions, the development of e-sports in China is still in a disorderly and chaotic organizational state. So today, at the beginning, I want to pay my deep respect to the very good news that China can set up the China E-sports Association. Since 1996, e-sports in China has been in its infancy. At the beginning, some games entered China, and their attached local area network competitive function attracted a group of fans. Let Chinese people gradually realize the fun of competition and sports fairness in video games. Since 1997, players have had some organizations, and they have been gangs from the beginning. At the beginning, the concept of such a team first entered China. From 65438 to 0998, China organized some competitions, all of which were held in unofficial form and in a small-scale folk form, but they brought disappointment and pain to players again and again. The last time Mr. Chen listened to Lianzhong, he always saw that our games were "the first time". I think this is also a kind of sadness in our past. At the WCG of 200 1, two players from China won the all-star championship, which really inspired China people to pursue e-sports. When China won the WCG championship, many people cried. This feeling is exactly the same as the feeling of raising the five-star red flag at the Olympic Games. 200 1, the original league was organized by Lianzhong. In 2002 and 2003, e-sports gradually matured, and there were major competitions in the world, including official and unofficial competitions, including competitions between the Ministry of Telecommunications Industry and the Ministry of Culture, including competitions of various enterprises. What these competitions bring to Chinese people is that we actually need China's own competition and its own brand of e-sports. Build a world-class platform and develop the e-sports industry in China. Finally, I summarize some industrial elements of e-sports in China. I think e-sports in China really needs the support of the government. In the past few years, I think the biggest experience from success and failure is that we have never had the mouthpiece of public opinion and the support of the state. For e-sports players, the game has always been in a gray area. The state's support plays a virtuous circle role in the development of e-sports and China's e-sports. This is the leader of our industrial chain and a reality at present. As an e-sports industry in China, it also faces the problem of developing the game industry. What we see now is either American fast food or Korean kimchi, which lacks our real thing. If we are always short of our own things, we will invite Koreans and Americans back when it is time to hold various large-scale activities, because this is their game. If China people want to develop their own e-sports and game industry, China people must have their own games. Just as we put table tennis into the Olympic Games, we put e-sports into the Olympic Games, which is our wish. Next, we hope to have an excellent e-sports team. We hope that the e-sports team in China will form the beginning of a virtuous circle of e-sports in China. Everyone always thinks that the game is a terrible thing. We want to get close to it, but we dare not. In the final analysis, we are afraid that children will not read a good book because they play games. I'm not here to criticize China's learning system, but reading is not necessarily the only way out for China people. E-sports has actually given us a new job search and career demand and direction. This is similar to sports, so we watch e-sports now, just like watching our football and watching our basketball twenty years ago. People like this profession purely for the sake of liking it. After he retires, he may get a worker or coach. South Korean e-sports masters, their income may be higher than the combined income of all of us here. Such a new way out will bring you the hope of a new smokeless industry. The country's investment in e-sports reflects its understanding and support for the e-sports industry. This industry needs support, and the support of the state and the government is very good for the development of this industry. I think the formation of this industrial chain needs the support of both media and enterprises. A visionary enterprise, such as Samsung, will support this industry and it will develop better. At the same time, the support of telecommunications sector, network industry and media should be given priority. But in the last point, I also urge you that the media's tolerance and support for e-sports will bring new hope to this industry. I also urge the media to give e-sports a broad tomorrow, thank you!
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