This summer, Xinhua reporters interviewed former world champions, current professionals, industry practitioners, game-loving teenagers and anxious parents, as well as sports and sociology experts. They tried to analyze the topic of the times on the basis of respecting each individual.
The three experts we interviewed (Yi Jiandong, a well-known sports scholar, Li Ding, an associate professor at the School of Society and Population, Renmin University of China, and Hong Jianping, an associate professor at the School of Journalism and Communication, Beijing Sports University) revolved around E-sports and sports, E-sports and electronic games, the popular social and cultural background of video games, intergenerational contradictions, house culture and enterprises. Industry responsibility, industry management and other issues are shared. There are many sharp and profound points. Video capacity is limited, and we collate their core points as follows.
Famous sports scholar Yi Jiandong
Is competition a sport?
Yi Jiandong (hereinafter referred to as Yi): I do not agree with putting it in sports. There are two biggest differences between E-sports and sports. First of all, E-sports is only a simple coordination of human hands and brains. It is not a test and preparation for human body, technology, skills, abilities and physical fitness, a contest. Secondly, it is not a natural result of human technology, ability and physical ability in this process. Sports must strengthen physical fitness, show peoples physical fitness, skills and energy, and take this as the main basis of measurement. And long-term people engaged in electronic sports, fingers will be easy to stiff, shoulder and neck will be sick, and even cause visceral, cardiovascular and many other problems, in this regard, there are many research results can be proved at home and abroad. So I think if sports are sports, there is no boundary for sports.
Two, how do we view the efforts of the competition to win the Olympic Games?
Yi: the Olympic Games are a gathering of young people, but it must be a positive and healthy way of life. At present, the lack of youth sports is a common fault of all mankind. If the IOC does not rectify the deviation, but caters to it for a part of the youth, it runs counter to its own values. If the IOC accepts E-sports into the Olympic Games prematurely, I think it will be its own end.
Three, what problems do Chinese society have when facing the competition culture?
Yi: In fact, any sport, including e-sports, game sports, including our traditional sports, is facing a social and cultural factor. In fact, it is to balance. Now the biggest problem in China is imbalance. Governments, businesses, media and scholars should have different voices at all levels of economy, society and culture. We should really understand and see the factors behind it. China has not formed a relatively complete or balanced social environment for the development of E-sports or e-games. In this sense, we need to hear more reflection on the disadvantages, shortcomings and defects of e-sports. But our aim is not to eliminate it, but to develop it orderly and healthily. It can indeed be said to be a trend of historical development, and has positive value and significance in many respects. But there is no good or bad thing in the world, but at what stage do we form an effective and rational use of it? In this sense, I am not an opponent of competition, but I want to think rationally. I say criticizing and criticizing the word academically is also a neutral word.
Four. Advantages and disadvantages of electric competition
Easy: On the one hand, for example, we can make the relationship between employees and leaders better through games, and even let more people create ideas for enterprises through a large number of game modes. Even in the military, science and technology, medicine and many other aspects, can produce many positive opinions and suggestions through the game mode. In the past five to ten years, Americans have applied a large number of game-based thinking and game-based models to almost all areas of society, which can inspire, unite, train people, and even win more innovation and creativity for enterprises.
I think there are two extreme situations in our societys understanding of e-sports. One is that it is a fierce beast of floods. It makes children indulge in it, delay their studies, divorce from the real society, damage their health. The other is that it is an industry. So many people are willing to watch and participate in competitions. You can earn money. Unexpectedly, it has become an irreversible interface. The game thinking behind this irreversible interface is an opportunity that can not be ignored in our society. It can promote the better transformation of our society and the emergence of new development models in our various industries.
Five, what are your reasons for opposing the development of Chinas current competitive development?
Yi: The first and biggest problem is that the physical condition of teenagers in Chinese society is not ideal, including physical health, sports activities and diseases, which have reached the point of threatening national defense security. We have been striving to improve the physical fitness of young people, at this time we vigorously support the e-sports, which completely offset our hard-won little achievements in promoting sports. This is the saddest and most worrying thing I feel at the moment.
Second, although the United States, Japan and South Korea are also competing on the Internet and even encouraging them, one of the biggest differences between them and us is that their sports traditions and conditions are good enough. Too many children in China have not received the edification of sports and, in the most popular words, have never tasted sports training and achievements. The pleasure was immediately captured by the electric race.
Six, if electric bidding wants to become a mainstream culture, what kind of improvement and development does it have to do?
Yi: There are three things that Chinas e-Competition culture lacks most at present. The first is to improve other areas of social life through e-competition, not to talk about e-competition. The second is that Chinas e-Competition itself should be combined with peoples health. The third is that it must be allowed to face the opposite and capital should be tolerant enough. You should allow other sounds to appear.
Seven, what should the government do in the management and control of electric competition?
Yi: From the national level, I think the first thing is to encourage scientific research and public opinion propaganda on e-sports, especially on its shortcomings, drawbacks and deficiencies. We should set up relevant research institutions and project funding. Besides the government level, far-sighted enterprises should also do this. Secondly, I think we should do it now. We should levy a higher tax on the e-sports industry; third, we should limit its scope appropriately, for example, schools should not be allowed to set up teams; fourth, many places are still engaged in e-sports towns, which should be regulated rather than laissez-faire.
For more comments from Mr. Yi Jiandong, see his Identifying Ten Questions of Chinas E-Sports published on the Wechat Public of Sports Business on September 19.
Li Ding, associate professor of China Social Survey and data center, Renmin University of China
According to statistics, the number of heroes League finals last year reached 4-5 billion in the world. What is the structure of Chinas crowd watching electric games and playing video games?
Li Ding (hereinafter referred to as Li): we can briefly summarize several characteristics. The first is that there are more young people, more after 90 and 00. If a specific number is used, it should be between 18 and 35 years old, and more than 90% of them are male. However, with games like King Glory becoming relatively simplified, especially mobile games, we can see that more and more girls are paying attention to electronic games and playing games. This is a trend. Another feature is that the proportion of the two or three tier cities is relatively high. Data show that about 60% of the competitors and game followers come from second-and third-tier cities, while the first-tier cities and countryside together account for about 40%.
Two, why is it popular? What kind of social foundation are there behind the structural characteristics of the crowd?
Li: Generally speaking, sociology believes that games, especially group games, are a very important way for children to learn social norms, how to deal with people, how to express emotions and how to control emotions. In this sense, games are human nature. There are, of course, many other social factors. Can be divided into the following categories:
First, video games have very important technological elements.
Chinese society is rapidly urbanized and urbanized, transforming from the acquaintance society to the stranger society. What kind of citizens life will be constructed in the future, in fact, our common people, researchers and even the government have not yet figured out. There is a house culture in Chinese tradition. If the public living space does not improve in the future, then our house culture will develop.
Third, it has a lot to do with the designer of the game. The game you play may be one of the worlds top scientists or scientific teams, supported by the most abundant capital, through teamwork. Their grasp of players psychology may be very deep.
Fourth, the popularity of electric competition is inseparable from the great background of the great development of culture and entertainment.
Third, how to treat the general dislike of Chinese parents towards competition and video games, and the significant inter-generational contradictions around this topic?
Li: the sense of hardship of Chinese families is very strong. Chinese children have been involved in a game of adults since childhood, an adult game to maintain their social status or climb the social ladder. Instead of purposelessly developing their friendship and exploring their hobbies and inner world, they play fewer games. Most children live a rational and restrained life close to that of adults. We should see the importance of games for human development. As a parent, I think we should keep an open and learning attitude. Douglas-Adams says that people often think that inventions they encounter between the ages of 15 and 35 are trendy, and that those they encounter too late and too early are either too old-fashioned or symbolic of the worlds corruption.
Young people are born to the Internet aborigines. We should understand their lives from the perspective of their growing environment, and then look at what games mean to them, rather than from the perspective of an adult from top to bottom, looking down and scolding.
The intergenerational contradiction is more obvious when the society changes drastically. This indeed poses a greater challenge to the parents of the post-80s and post-90s, as well as to the grandparents of the post-50s, post-60s and even post-40s. But it cant be said that the world is progressing, your son and grandson are progressing, and then we lie in our comfortable position and do nothing to change, and simply blame the young man. Because he may not have to face the life he will face later.
Now we do find that every family is very tired. One of the most important reasons is that now we think more about personalized and family-based solutions. But our life style is totally different from the traditional one. In the future, we need to construct a new citizens life and new publicity actively to reduce the cost of training future generations.
Fourth, from the individual to the enterprise, and then to the social and government level, how can we make electronic sports and games play a more positive role in the future?
Li: First of all, we social scientists should tell you how these games developed, including the promotion of policy and capital; also tell the players how the game was designed, how it flattered your bottom desires; if you cant realize clearly that you are worthy of the society. The position in the game, your role in the game, then you may really lose, become a tool for capital to make money. But the premise is that the game still needs to be decontamination.
Secondly, at the corporate level, we need to emphasize a more noble philosophy of products. Chinas Internet industry is developing very fast, but if you compare Chinese Internet products with Western Internet products, you will see that we still have some shortcomings in terms of quality, legal and moral norms. Whether we can change in the future and in what direction, we need the government, family, society, scholars and the media to pay attention to and guide our Internet products in a healthy direction.
I think it should be done by entering the university into the classroom. If hundreds of millions of people in China are playing games, and we dont have any research on it, and the country doesnt know about it, what will it look like? We need to study how in the larger system the development of electric games. If more detailed, how should a game be designed, and even to explore the moral and ethical issues. China needs someone to see through such an industry.
Hong Jianping, associate professor, School of Journalism and communication, Beijing Sport University
Hong Jianping (hereinafter referred to as Hong): There has always been a controversy about the relationship between E-sports and sports, but there is also an implicit and unsolved problem, that is, what is sports. Even in sports academia, there has been a long debate over the relationship between sports and athletics. I think the core of this debate is the concept of two keywords. Maybe it is not a very definite concept. It is in the process of discussion and evolution itself.
There are also some important differences between traditional competition and e-sport. E-sport may be easier to indulge, because it may have different requirements for the surrounding environment from traditional competition, and it is easier to carry out, including traditional competition and E-sport may also have different physical injuries.
Two, what is the difference between E-sports and the two concepts of video games?
Hong: About the relationship between E-sports and E-games, I think there are two angles. First, in fact, the carrier of E-sports is still video games. The key difference is that it is also a war game. Ordinary people play video games. We may not call it E-sports, but high-level elite players play it. When they play, they will have ornamental, economic and social influence, so I think the distinction may be the level of players. Second, does it mean that all e-game projects are suitable for E-sports? Looking at the selection we have now, we will find that RPG games, for example, will definitely not enter it, so E-sports will choose some of the confrontational games.
Third, what role does the government play in the development of E-sports and what role should the government play in the future management?
Hong: In my research, I found that from the 1980s when video games began to enter China to the 1990s, the government was very tolerant of video games. It felt that this thing was an advanced and modern way of production and entertainment representing the West, and then it was learning for teenagers. A very good carrier of computer technology. But since the end of the 1980s, the social atmosphere has changed. We have found that, like some mainstream media, we have begun to pay attention to the negative impact of video games on teenagers. Generally speaking, from 1989 to 2008, the attitude of the society towards video games is more stringent, which is not conducive to the growth of adolescents and the social atmosphere. But after 2008, we found that the attitude of the government has changed a lot. People found that video games, like the film and television industries, may be a very important cultural industry to boost the economy.
I think in summary, the government should have a more comprehensive and objective understanding of it. It is not so bad, but it may not be so ideal. We should be able to absorb its beneficial side to society as well as remove its harmful side to society. We should not do everything in one fell swoop.
Four, how do we see young people indulge in video games and become dead homes?
Hong: I think it has something to do with the whole social environment, including the overall economic situation. Sometimes it may be a result of other reasons, but sometimes we will take it as a reason. This is a point we may need to be vigilant when we look at the social impact of video games. It may be caused by more macro-social factors. For example, if the society has provided them with such self-fulfilling space and environment, then we in China also have this situation now, that is, the social environment is not very friendly to young people.
Chen Jiang, a professor at the School of Information Science and Technology, Peking University, believes that video games are the cheapest, most productive and sustainable form of entertainment in human history. In this sense, I think the social role of video games is more complicated.
Five, how to develop E-sports in the future and how to generate positive values?
Hong: In order to build a legitimate future for e-sports, we must take a road, that is, we can not let everyones views on E-sports remain addictive and addictive forever, and the image of e-heroin. If we want to change this social image, we must do something positive and constructive to the society.
In fact, video games are also a form of social interaction. People can communicate with each other by playing games. Everyone plays, you will have a lot of topics, in this sense, it is also an important carrier to form a social community. Compared with the traditional way of socializing, such as playing table tennis and tennis with my students, the most important advantage is that it relies on simpler conditions.
6. Because of the relationship between the competition and the manufacturer, the fundamental motive force behind it is the motive force of profit. Will the competition produce an organization like IOC in the future? Does it promote some social responsibility?
Hong: Now it is true that manufacturers are dominant, which has a lot of adverse effects on it. One of the important problems is the issue of information disclosure. For example, the game designer knows some of the tricks best, in the grey zone between BUG and the internal code that developers know, and this information may affect the fairness of the game. I think its hard for game makers to solve this problem. Without solving this problem, its hard for them to be as fair as we think traditional sports are relatively.
This years news is that the IOC invites these manufacturers and organizations to discuss together, and maybe in the future they can explore a fairer environment. I think the third party organization is very important for the promotion of the project. Xinhua Sports All-Media Studio Reference News Agency Planning: Zhou Jies Supervision: Shen Nans Coordination: Xiao Yazhuos Director: Mao Zongshuo Huang Shilins Photography: Dong Xinyans Editing: Ma Zhengzhuoers Writing: Liu Dapeng Shennans Reporter: Xiao Yazhuolins tenacity, Zhu Yiyues tenacity, Dongxing Wang Haoyu, Xiao Shiyao Ding Wenxians Dream Creator: Xu Jirens Editor: Xiao Shiren Yao issued: Gao Peng, the source of this article: Xinhua news agency new media special responsibility editor: Cao Li Wei _NS1806
This years news is that the IOC invites these manufacturers and organizations to discuss together, and maybe in the future they can explore a fairer environment. I think the third party organization is very important for the promotion of the project.
Xinhua Sports Media Studio
Planning: Zhou Jie
Producer: Shen Nan
Co ordination: Xiao Yazhuo
Director: Mao Zongshuo Huang Shilin
Photograph: Dong Xinyan
Editing: Horse contending for Zhang Zhuoer
Written by: Liu Dapeng Shen Nan
Reporter: Xiao Yazhuo, Lin Deren, Zhu Hongyue, Dongxing, Wang Haoyu, Xiao Shiyao, Ding Wenxian, Wang Meng.