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The history of e-sports, the content of this book.

What we are talking about here is "e-sports", which is a complete title that belongs to the sports category.

The State Sports General Administration has given the definition of e-sports: e-sports is an intellectual confrontation between people using high-tech hardware and software equipment as sports equipment. Through exercise, participants' thinking ability, reaction ability, coordination ability of mind and limbs and willpower can be exercised and improved, and team spirit can be cultivated.

E-sports has two basic elements: electronics and sports. In the concept of e-sports, "electronic" is its way and means, which means that this sport is carried out with the help of various software and hardware with information technology as the core and the environment created by it, which is similar to the corresponding equipment and venues in traditional sports. We know that any sport needs corresponding equipment and venues. For example, basketball includes basketball and basketball courts, and track and field includes javelin, jumping overhead and runways, bunkers and so on. In e-sports, all this depends on information technology. This is the fundamental difference between e-sports and traditional sports. "Competition" refers to the essential characteristics of its sports, that is, confrontation and competition. As a sports event, confrontation and competition are the most basic features, which is also the main difference between e-sports and other electronic games, especially online games. There are many categories and events of e-sports, but the core of * * * must be confrontation and competition. It should be noted that the competition characteristics of sports are quantitative, repeatable and accurate. As a sport, it has a high degree of skill and the regularity of national documents on e-sports. The technical and tactical level of players must be improved through strict training and practice.

as a sport, e-sports also has an essential basic feature, that is, unified competition rules and fair, open and just competitions under the protection of such rules.

From this understanding, let's try to explain the concept of e-sports: e-sports is an antagonistic and educational video game with information technology as the core, in the virtual environment created by information technology and under the unified competition rules. E-sports, as a sports event, can exercise and improve participants' thinking ability, reaction ability, coordination ability, team spirit and perseverance, as well as their adaptability to the modern information society, thus promoting their all-round development.

It is precisely because of the connotation and function of e-sports that the State General Administration of Sports listed it as the 99th sports event officially launched in China according to the needs of the development of the situation.

[ Edit this paragraph] II. The difference between e-sports and online games

E-sports and online games belong to the broad category of electronic games. E-sports and online games are two different concepts, and they are quite different in nature, methods, events and so on.

First of all, in terms of nature, e-sports is a sports event, and online games are entertainment games, which are essentially different.

The purpose and way of online games is to build a virtual world, in which all players live in a brand-new society, which has its own "laws", and players living in this society must abide by these laws. Online games completely inherit the most critical upgrade system of RPG and the weapons and equipment system commonly known as dolls, and players can experience the growth and happiness of their characters and entertain themselves through these systems. Therefore, in essence, online games are simulation and role-playing for the purpose of pursuing feelings, and relatively speaking, they do not attach great importance to or need game skills.

e-sports are close to those traditional sports, and antagonism and competitiveness are its characteristics. It has the characteristics of quantitative, repeatable and accurate comparison. The way of playing is confrontation and competition, with unified rules and the same technical means, which is exactly the same as the skills and tactics in sports competitions. Through daily hard and almost boring training, the players improve their comprehensive abilities and qualities related to the speed, response and coordination of electronic equipment and other competition equipment, and rely on the exertion of skills and technical and tactical levels to strive for victory and good results in the confrontation. In fact, simply speaking, e-sports is a sport, but its equipment, competition environment and so on are realized through information technology. This is the most essential difference between it and online games.

From a technical point of view, the network environment or carrier they rely on is different. Online games are completely built on the Internet. Without the Internet, they simply cannot exist. E-sports relies on the local area network environment, or even the direct connection of two computers. The Internet is just a means for e-sports to train or entertain.

In addition, they are different in software dependence, profit-making means and operation mode. Online games are largely constrained by software vendors, and through the market practice in the past three years, a complete profit model has been explored. The game developer is responsible for developing the game, while the operator is responsible for the operation. Players pay according to the game time, and the profits are divided by the developer and the operator according to a certain proportion. E-sports is basically not restricted by game software. Game developers are responsible for developing games and entrusting distribution companies to distribute them. Players can conduct e-sports entertainment and competitions by paying a one-time fee for buying games. In this way, whether the organizers of e-sports competitions can make profits is not directly related to the game developers and distribution companies, which also causes great differences in the platform construction and the relationship with the platform.

listing e-sports as a formal sport and bringing it into the track of sports competition and sports industry will inevitably highlight its sports characteristics and intensify the development of e-sports and online games in different directions.

However, although e-sports and online games are different, both of them and their industries are products of information technology, and there are many similarities between them. How to deal with the relationship between the two is an important problem that the development of e-sports must face. Judging from the current situation in China, online games have formed a very large market due to their early start and large player groups, and their business model and industrial chain are relatively mature and clear. E-sports in China is still in its infancy, and its competition mode, brand, business model and industrial chain are all being explored. No matter for the project or the industry, e-sports and online games should work towards their proper places and complement each other. In fact, the huge foundation of online games is not without benefit to the development of e-sports, and the healthy development of e-sports also has a promoting and promoting effect on the development of online games.

Of course, the difference between e-sports and online games is a historical point of view. From the perspective of development, e-sports and online games are not definitely separated and unchangeable. Theoretically and practically, after the development of online games, some of them may be transformed into new e-sports events after supplementing and strengthening the characteristics of sports.