I. Development background of e-sports industry 1. Concept of e-sports. E-sports originated from online games. The definition of e-sports by the State Sports General Administration is: e-sports is an antagonistic movement between people under the sports rules, using software and hardware with information technology as the core. By definition, e-sports is no different from other sports. Through this kind of 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 closely links information technology with sports competitions, and it is a new type of sports that is welcomed by the broad masses of the people. 2. Background analysis of e-sports industry. In foreign countries, e-sports, as an extension of sports concept, is in the stage of vigorous development. E-sports industry has become a pillar industry in Korea, and it is listed as one of the three major sports events (football, Go and e-sports) in Korea, with an annual output value equivalent to 4 billion yuan. According to the statistics of IDSA, the largest entertainment software chamber of commerce in North America, from 200 1 to 2004, the average annual growth rate of the global e-sports industry continued to be as high as 15%. In 2003, the output value of e-sports in North America was10 billion US dollars, and the total output value in Europe and America reached 49 billion US dollars in 2004. We believe that not all sports competitions can become an industry, but as an industry, there must be huge supply and demand under market conditions. Specifically, the background of e-sports industry can be analyzed from the following aspects: (1) The number of online users in China has increased sharply. According to a survey by CNNIC (China Internet Network Information Center, the same below), as of June 30, 2004, the total number of netizens in China was 87 million, which was 140.3 times higher than the first survey of 620,000 netizens in June, 1997. The rapid growth of the total number of Internet users in China has attracted worldwide attention. However, 87 million netizens only account for 6.7% of China's total population of nearly 654.38+300 million, which shows that despite the huge number of netizens in China, there is still a lot of room for development. The huge number of netizens means huge consumer groups and demand, and demand means business opportunities and markets, which is also a prerequisite for the birth of e-sports industry. (2) E-sports came into being with new technologies. E-sports relies on the network, computer, mouse, keyboard and unified rules to realize cheap information transmission between different organizations and systems and conduct confrontation between people. E-sports is a combination of computer technology, communication technology, automatic control technology and artificial intelligence technology, which is almost the same as football players playing with grass, goal and football, and basketball players playing with basketball court, basketball and rack. The biggest difference is that e-sports will only occur when information technology is mature enough. When information technology was not so developed 20 years ago, no one could have predicted the appearance of this project. (3) Economic development makes e-sports inevitable. The Engel coefficient of China residents 1990 was 54.2%, and in 2002 it was 37.7% (source: 1990, China Statistical Yearbook 2002). This means that with the development of China's economy and the increase of residents' income, as well as the increase of leisure time and work pressure, people are willing to spend more on leisure and entertainment. Computer network is favored by people because of its interactivity, interest and convenience. According to the investigation report of CNNIC in July, 2004, 34.5% users regard leisure and entertainment as the main purpose of surfing the Internet. 3. E-sports industry is the product of industrial integration. Economist Adam Smith found through research that the secret of industrial civilization lies in "division of labor", which is the fundamental source of wealth. Division of labor is the initial and biggest difference between industrial economy and agricultural economy. Adam Smith's The Wealth of Nations has become the cornerstone and theoretical basis of western economics. However, the development of information technology shows that integration is the fundamental source of contemporary wealth. Integration is the biggest difference between information economy and industrial economy. Some scholars believe that agricultural wealth comes from the unity of producers and consumers, buyers and sellers; Industrial wealth comes from the division of labor between them; Information wealth comes from their integration. The knowledge and information characteristics of the information industry make it adhesive, adherent and permeable to other social products, so it has a higher degree of relevance than other three industry. Once the products of information industry are demanded by people, they will spread their influence at a very fast speed, cross-infiltrate with other industries and produce new industries, which is called industrial convergence. E-sports sports industry is the product of the integration of information industry and sports industry. Second, the problems in the development of e-sports industry 1. Social prejudice against e-sports. Nowadays, the reason why e-sports can become a sports event and a new industry is closely related to the social progress, the development of science and technology and the spiritual and cultural needs of the people. Although countless people enjoy this kind of high-tech intellectual sports, in reality, public opinion has instilled the harmful theory of e-sports into people intentionally or unintentionally. A large number of media reported that some students were addicted to games and neglected their youth and studies, making e-sports an "electronic heroin" that "everyone shouted". The huge pressure of public opinion makes e-sports face severe survival pressure, and it is difficult for enterprises to enter this market justifiably; Athletes can only be called "players", and their treatment is different from that of ordinary athletes; Fans can only secretly engage in e-sports; Faced with the enormous pressure of public opinion, it is difficult for the government to guide and supervise with confidence, and sometimes it has to be banned. The ban on TV broadcasting of e-sports competitions is a typical reflection of the current social discrimination against the e-sports industry in China. It can be said that social prejudice is a huge obstacle to the normal development of the e-sports industry. 2. Absence and dislocation of government management. Before the All-China Sports Federation identified e-sports as the 99th sport officially launched by the State Sports General Administration in 2003, some relevant departments of our government did not know the essential characteristics of e-sports, underestimated the rapid development of this industry and its driving role in other industries, and there were management deficiencies and dislocation management of e-sports. Some management departments often turn a blind eye when there is no problem and let themselves go; Other management departments stepped in when they saw that it was profitable; However, when something goes wrong, the management departments shirk each other, or overcorrect and simply "block". Since the media reported that some teenagers were addicted to online games and affected their normal lives, many local government departments regarded e-sports as a scourge and "strictly guarded against it". The first CEG (China E-sports Games) planned by the State Sports General Administration in 2004 was postponed for some reason. 3. The localization of e-sports projects is low. At present, there are many popular e-sports events in China, such as ball games such as FIFA football and NBA basketball, shooting events such as Delta Special Forces and anti-terrorism elite, and comprehensive confrontation events such as StarCraft. However, these well-known domestic projects are all developed by foreign developers. According to statistics, the e-sports projects developed outside the mainland account for 80% of the e-sports market share in China (data source: according to relevant data of www.blogchina.com). An important reason for the low degree of localization is the lack of e-sports software developers. From the aspects of machine intelligence, image, sound effect, color, creativity, plot and ideological content, good e-sports works can be comparable to works of art such as movies. A good e-sports software talent should not only understand software programming courses, software art design courses and 3D animation design, but also always grasp the advanced design concepts, technologies and market conditions of foreign software development. According to a survey conducted by the Ministry of Information Industry, there are less than 3,000 e-sports software development technicians in China, including American editors, and the market demand is 600,000. The manager of a famous domestic software research and development company said that it is difficult to recruit suitable e-sports software developers with a monthly salary of 8,000 yuan. The lack of e-sports software talents makes the localization of e-sports software in China low, and the existing domestic software has low technical content and lacks international competitiveness. Foreign products are not our own products after all. In order to get the agency, domestic agents compete to bid, which is expensive, especially for a well-known work. Because there is no independent copyright, in addition to domestic operating companies paying copyright fees and agency fees, they need to be distributed to R&D companies after they are officially launched in the market. At present, domestic agents must pay as much as 25-35% of the profit share in the process of product sales. This naturally increases the cost and pressure of operation. It can be seen that although software agents have a low threshold and are quick to get started, it is difficult to form core competitiveness. The development of China's dominant sports shows that any competitive sports can't reach the advanced level in the world only by "takenism". From the development process of industrial economy, China's industries with world competitiveness are often industries with a high degree of localization (such as home appliances and textiles). ). The low degree of localization makes the development of e-sports industry in China congenitally deficient.
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