Recently, Ningxia Yinchuan announced the upcoming New World Electronic competition, the total bonus of more than 100 million yuan. Coincidentally, some media said that an electric competition female anchor earlier to nearly 17 million yuan annual salary signed a live broadcast platform.
The electric competition industry explodes sky-high price, China's gaming industry last year, the first time to break through the hundred trillion yuan mark, which triggered a lot of media on the electric competition industry why there is such a "money way" discussion, also let "electronic athletics is not sports", "electronic sports will promote the youth indulge in online games" debate was again turned out.
E-sports should not be equated with indulging in games
Whether it is "rich" or "harmful", it should be said that both of these arguments originate from our long-standing perception of electronic athletics is not clear. This, at least, confuses two logic:
The first is to equate electronic athletics with addicted online games directly. Electronic athletics, the standard explanation for "the use of High-tech hardware and software equipment for sports equipment, human and human intelligence against the movement." Of course, this concept must add a prerequisite-design science, operating norms. However, many people have only a general understanding of the concept of "game", and think that as long as it is a game, it is easy for people to indulge in it, Wanwusangzhi, and the pursuit of "faster, higher and stronger" sports spirit runs counter to.
In fact, the electronic athletics emphasizes the team technique tactics confrontation and the individual operation ability, is one kind to the youth beneficial digital recreational sports activity. such as football games let the fans experience the pleasure of playing with ideas, World of Warcraft game to enable players to recognize the fairness, competitiveness and teamwork and other quality, they are both sportsmanship, social rules, and moral education, aesthetic education, intellectual intelligence and other interlinked.
Second, blame the human error on the machine, the electronic sports. What are the key differences between participation, engaging in electronic athletics (including online games) and indulging in them? lies in the people in it. The "People" here include game-playing teenagers, parents, experts, developers, operators, and government principals, the capital of the "people".
For the electric contenders at the top of the e-sports campaign and countless supporters at the bottom, for those who follow the rules of the game, the interpretation of the spirit of the game, the dissemination of game culture, the rest of us in the design of electronic sports, development, organization, management, promote their healthy development, and so on, what has been done in these years?
At the beginning of the rise of electronic competition, most of the local authorities do not know much about it, and now they have a large variety of electric competition. Bucket landlords, Texas Poker, Mahjong ... It seems that all online games can be included. In addition to not understanding, some places I am afraid that the economic restructuring of the practical considerations. But for young people whose minds are not fully mature, for some violent, pornography and money online games, they are difficult to identify and control themselves, parents are often difficult to regulate, the market is limited by the interests of factors, will not be tendons, schools, society does not provide a good physical education environment and conditions, and ultimately, The only thing left is to do the bigger industry bubbles and indulge the kids.
High bonuses, high income, high returns, electronic sports has suddenly become a hot favorite, but for the sports department and even the whole society, how to timely this attention, understanding and supervision to carry out more in-depth, this is the key to the pet without drowning.