A year of professional enrollment in the game stopped

Source: Internet
Author: User

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Chinese game industry professionalization Training Road is still long





a 20-year-old Chinese young man Xiaofeng won the world championship of the Warcraft 3 project and won $25,000 in bonuses at the recently concluded WCG (World Electronic Competition) Italian Monza finals. This young man, who plays games, has once again let everyone know about this burgeoning industry ——— professional games.





and in his style behind the title, a domestic school last year to open the game major because many factors stopped enrollment, while the game fraught often appear, the emerging industry prospects are not clear.





newspaper reporter Dong Li Bingxin intern Zhaofei





give up medicine to open the game life





a few days ago, Xiaofeng just flew back from Italy to Shanghai, was pleased to accept this reporter's interview. In a hotel in Shaanxi Road, the reporter saw this 20-year-old young man, because the topic from the beginning of the game, he suddenly opened the chatterbox.





talks about how to decide to be a professional gamer, he talks about the past: "My father is a doctor, 2001 after graduating from high school, my father wanted me to study medicine." Although I like playing games, but I did not think too much on the promise of the father into the Henan University of Science and Technology clinical medicine. But after entering the university, I still fascinated with the game, almost every day playing, and then gradually came into contact with the WCG, watched a lot of game video, at that time, I will be my own goal in WCG world champion, and hope that after graduation can be an electronic athletics professional players. ”





in fact, in the first game of the day, Xiaofeng and now many children are regarded as "bad boy" do not work. Because the family was very poor, the mother was also laid off, although the parents did not understand why he knew how to play the game all day, but until 2003 when he won a contract, the family completely changed the view.





2003, Xiao Feng for the first time to participate in China's Electronic Entertainment Competition League GOC, and won the XI ' an Division and China finals third place, he also signed a Beijing club, to become a formal professional player. After a few years, the prize small prize to get soft his fame out of hand, and finally realized the dream of playing professional league in Korea.





Xiaofeng told reporters that the first time to Korea when their confidence has been hit. Because the life there is not the same as at home, practice 16 hours a day, at that time completely realized not to play the fun of the game, and some just over and over again the boring practice, but it is constantly with the master, in the Devil's environment let him gradually received the respect of Korean professionals, and in the world competition gradually became famous.





domestic players earn far less than foreign





in fact, in the side of Xiaofeng also have the same dream of Chinese professional players, their largest 29-year-old, the youngest just adult. College students, unemployed people have all kinds of identities. With a team of teammates Su Hao and Xiaofeng currently known as the world's strongest combination of Warcraft, in an interview with reporters, he told almost the same story, from the initial objections of parents, to later support, especially through the tour to achieve their own ideals and needs of life, which makes parents feel that children really grow up.





Another professional player called Sun Liwei, he is in the "World of Warcraft" fame than they are earlier, CCTV "people" have done a period of his program. 16 years old that year Sun Liwei Drop-out alone in Shenzhen competition, this year 20 years old he took is hundreds of thousands of annual salary.





However, the reporter learned that the current professional player's income is not comparable to foreign countries, such as Sun Liwei monthly salary of 6000 yuan, but he played the prize and the club into the game, counted down to their own hands is not much. In South Korea, professional players have been a group of widely welcomed the public star, they are no less well-known than film and television stars. Xiaofeng mentions the famous South Korean contestant Lin Yao to be amazed, Lin in in recent years obtains the salary and the advertisement income already surpassed 1 billion won, also plays the StarCraft Park Jong recently has signed a 230,000 dollar contract with the KTF team, has created another record, The income has left European players behind.





Games Professional sudden suspension of enrollment





in the development of professional games, some educational institutions in China have begun to explore. Zhongshan College is a private college in Nanjing, last year they opened the first electronic athletics major, and enrolled 40 students, but the last to enroll only 26 people. Reporter learned from the school, the professional training of the original intention is: engaged in electronic sports coaches, athletes, referees and internet cafes business management and other occupations, but the results are not ideal.





When the journalist called Qianqichang, the director of the Department of Information Engineering, got a sad news, because this year, the province's teaching evaluation, the school has suspended this year's enrollment of the professional, however, a year of teaching or have achieved certain results, have been ranked students, also have access to the electronic competition referee Qualification certificate, One of the students has entered the Marconi club directly. The future development of electronic sports, Yuan Director's point of view is very sincere: "The key is the change of social concept, do not see the game as a negative behavior, we are not very understanding of some parents, that this is to send children to the university to play games." This point of view in the real life can not be avoided, to change the social bias in professional game professionals to all parties to the efforts. ”





However, at present there are some parents insist on guiding their children's interests, so that they become a talent. Mr. Suen of Shanghai told reporters that his children used to play games and often went to internet cafes, and that it was useless to take all kinds of measures to block the house. Finally, he and his lover decided to guide their children, raise the interest of the child in this, and even pay for the children and partners to participate in the formal game game, the last child in the National Competition award, and thus received a game company's work, so he believes that the community should support these children, the industry to understand.





Electronic Athletics pulls various industries





Electronic athletics is 6 years ago from South Korea and Europe and the United States launched, now Koreans call it "national technology", is Korea's three major sports (football, Weiqi, electronic athletics) one. The electronic athletics also brought the huge return to the related industry, the European 04 electronic economy output value amounted to 4.9 billion dollars, and drove the software industry, the network game industry, the telecommunication broadband operator, the Internet café owner, the hardware equipment manufacturer even the PC industry development. In China, the industry has just started, and professional players are at an early stage of development.





In addition, the Korean professional players in the training and competition is also very important, training is very formal, and this is not the same at home. In addition to the public opinion of the game will be fraught the view is still very wide, the professional game of the industry to support the strength is also very inadequate, did not form a market climate.





In fact, as with traditional sports, there is also a cyclical industrial chain between athletes, spectators and investors in e-athletics, which raises the level ——— attract more viewers ——— investors collect returns ——— increase input ——— athletes ' income increases ——— sports level. In this way, there is still a gap in the level of competition in China. According to the current domestic players to participate in the international competition results, China's professional athletes in the competition level in the international altar is the medium.





China's electronic competitive industry is still not mature





Although China's electronic competitors have made excellent achievements in international competitions, the development of China's electronic competitive industry is still not mature enough. November 18, 2003 e-Sports was identified as China's 99th sports, the world's most famous 3 major events Cpl, ESWC, WCG at the same time landing in China, while the Chinese electronic Sports games CEG, domestic business competitions, a variety of cups surging.





related data show that the annual output value of Korea's electronic athletics industry about 4 billion yuan, has become a very mature industry, and at the same time led to the construction of data network infrastructure, network IT equipment and other areas of development. China's electronic competitive market, is not only a foreign sponsor of the eyes of a sweet cakes, but a it vendors to dig a gold mine. Easy Propagation Consulting Internet analyst Zhang pointed out that the current electronic sports industry dominate the majority of the international giants, especially the IT vendors, from this point of view, the electronic sports market is it vendors of another battlefield. Intel is involved in almost all electronic athletics events, not only for sponsorship, naming competitions, but also for Intel's collaboration with a number of PC vendors in the marketplace of electronic athletics and internet cafes, while Microsoft has cleverly signed WCG to become the WCG's lead sponsor for the next three years.





with the launch of China's own events this year, China's electronic competition has largely been out of dependence on foreign events. The establishment of many digital entertainment industry bases, as well as the rise of more and more electronic competitive enterprises, clubs, training institutions and other related industries, so that electronic sports in game development, talent training, perfect mechanism, related industries and other aspects of the breakthrough.
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