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Nancai Quick Review: EDG won the world championship, e-sports competitions entered the room, anti-addiction may wish to open up a green channel for youth athletes

author:21st Century Business Herald

In the early morning of November 7, Beijing time, in the League of Legends (LOL) 2021 Global Finals (S11) final, the edg team of the Chinese mainland Division (LPL) defeated the DK team of the Korean division 3:2 and won the championship, which is the first time in the history of the EDG team to win the s-championship, and it is also the third League of Legends championship in the history of the lpl Chinese mainland division!

The gold content of the championship won by edg on behalf of the Chinese team this time is quite high, and the difficulty is also very large, and behind the winning is the deep mass foundation of lol, an e-sports sport in China.

According to media reports, that night, on the bilibili platform alone, the live broadcast of the s11 finals attracted 350 million people, Tencent Video's live broadcast showed that 86 million people had watched it, Weibo's data showed 81.94 million views, and on Weibo's hot search, there were 80 related keywords on the list.

Offline, there are also countless people gathered in front of shopping malls, squares, schools in front of the big screen to watch the game, after winning the championship, cheers resounded through almost all the college dormitories, students poured out to the playground to run to celebrate.

The Lol Global Finals is comparable to the mass influence of the Olympic Games, reflecting that e-sports as an emerging sport has been deeply rooted in the hearts of the people, especially among the youth group, and the sense of honor and pride caused by its victory is no less than that of most traditional sports.

E-sports competitions are entering the room as "competitive sports". This is not only reflected in the popularity of lol's masses. On November 5, the Hangzhou Asian Games officially announced the list of e-sports projects, "League of Legends", "Glory of the King (Asian Games version)", "Peace Elite (Asian Games version)", "fifa online 4", "Hearthstone", "dota2", "Dream Three Kingdoms", "Street Fighter 5" 8 games have become the official competition items of the 2022 Hangzhou Asian Games. At the Asian Games in Guangzhou, Chinese athletes from e-sports can win glory for the country just like traditional sports athletes.

The other side of e-sports is video games, when the video game competition reaches the "competitive" level, it becomes a sports project, but for many ordinary people, video games still have some negativity, especially the majority of parent groups, highly vigilant against teenagers addicted to online games. In August this year, the State Administration of Press and Publications issued the "Notice on Further Strict Management and Effectively Preventing Minors from Addicting to Online Games", which stipulates that users under the age of 18 can only play games for 3 hours a week, and various game manufacturers have introduced stricter control measures.

The anti-addiction measures are intended to care for minors, but they also have a certain impact on domestic e-sports, especially the youth training of e-sports.

In response to policies and regulations, the current e-sports competitions have basically limited the age of players to more than 18 years old, but the reality is that the peak period of e-sports players is generally 16-20 years old, due to the decline in reaction ability and insight, many professional players are even eliminated just over the age of 20. In the youth training system of sports competitions, it is often from the teenage years or even a few years old to train players, if the anti-addiction measures have been strictly controlled for e-sports athletes, the youth training system of e-sports can hardly survive normally.

For example, Quan Hongchan, who won the Tokyo Olympic Games, began diving training at the age of 7, and was sent to the Guangdong Provincial Diving Team at the age of 11, and the year of winning the championship was only 14 years old. In the history of the previous LOL Finals, the youngest was only 17 years old.

Therefore, in the reality that e-sports competitions already have a broad mass base and have been recognized by the top sports games, the anti-addiction system may wish to make some improvements to the implementation rules according to the actual implementation, for example, with the consent of the guardian or the school, open a green channel for those minors with e-sports talents to invest more time in sports training; open a green channel for relevant certified e-sports clubs to allow them to train underage talented players who meet the regulations.

In fact, in view of the online nature of online games, as long as adults have the heart to cooperate, the anti-addiction system has no effect on minors. Instead of sneaking into gray areas for youth training by various e-sports teams, it is better to face them by improving the rules.

Video games have long been regarded by some parents as a flood beast, and there must be reasonable factors behind them, but it should also be noted that the metaverse era may still be too avant-garde, but the general trend of human online survival has been irreversible, and parents and schools have been unable to make a more complete isolation between teenagers and the Internet. Even the possibility of e-sports in the future to the Olympic Games is very large, and e-sports as a mass sport and involving a wide range of sports industry, will also have more and more influence, in such a context, it is necessary for all sectors of society to adjust the perspective according to the reality of the times, in order to obtain the greatest comprehensive social benefits.

(The author is a senior Internet observer)

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