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Why does the e-sports competition have a large audience, but it can't become an official competition?

On 20 18 Asian Games in Jakarta, e-sports became the official international competition of sports industry after the Asian Chamber of Commerce. This is an exhibition game. But it will become the official competition of Hangzhou Asian Games in 2022. China participated in four of the six major e-sports events in the Asian Games (Aov, League of Legends, Hearthstone and Imperial Warfare) and won two gold medals (League of Legends, AOV) and 1 silver medal (Imperial Warfare).

However, in addition to CCTV sports, such good results are only one-off. There is no TV station in China to broadcast this activity. Even the results of the competition are posted by the audience and players on the internet.

As early as a few years ago, China diving champion He Chao said at the briefing of the National Sports Bureau on the formation of an e-sports national team: "You can also win the championship by playing games. The training of our project is so useless. " As a champion, he has the excellence and pride of a traditional athlete. This speech seems to be a just move for traditional athletes to seek justice. In essence, this is a misunderstanding, that is, there is considerable misunderstanding and prejudice about e-sports. E-sports and games cannot be generalized: e-sports is a new project based on online game mode and platform. Sacrificing the entertainment of most games in exchange for a higher competitive ratio is a derivative of refined online games. The goal of the game has also changed from relaxation to victory; The concept of "playing a game is winning" amplifies the positive and negative effects produced in the game process and depends entirely on the result of the game, and the result of the game is fed back to the player separately. The entertainment spirit in the game disappeared under the influence of competitive passion.

E-sports requires immediate response, teamwork and hand-eye coordination, which makes it more powerful than traditional sports events in psychological consumption. For example, the best-of-five system in League of Legends competition-the average concentration of attention and the long-term tension of reaction nerves in two-hour competition make it a double test of brain and physical strength.

When any interest rises to the professional level, the interest itself will inevitably be weakened to varying degrees, which depends on the mentality of all parties.

The same is true of e-sports. When you sit in front of the screen for more than 8 hours of intensive training, do you think this is the scope of the game "relax, have fun"? Thousands of clicks on the keyboard and mouse, repeated boring exercises every day, and the team continued to play one game after another, just to get close to the limit.