Why has [playing games] become a profession? How to treat [E-sports]?

Why has [playing games] become a profession? How to treat [E-sports]? The following is my collection of answers to a hot review of Zhihu. Let's have a look! "How to treat playing games as a profession" focuses on playing games. Then only talk about "people who play games". There are basically two types of people who play games for a living: professional players and game anchors. Those who participate in it, such as game evaluators, game development engineers and other relevant staff, as well as foreign professional competitive environment and professional players. (added: the comments remind me that game merchants, game studios, agent training, etc. are also people who make a living by "playing games", which is my negligence)

Since "playing games" should be regarded as a profession, it should be distinguished from ordinary players and must not be confused. Online games can not be compared with E-sports.

First mention the game anchor. The game anchor basically includes active professional players, retired professional players and grass-roots anchor. Although these are "game players", don't equate the live game with E-sports. Their profession is anchor. Although the live content is games, such people can live the content they want to see without live games and rely on their own fame, which is different from those who really "play games" for a living. The most important difference between the two is that one pursues competition and the other pursues entertainment.

There are four main points:

  1. Individuals do not agree that the government supports the e-sports industry, let alone the inclusion of E-sports in the Olympic Games.

  2. Different from traditional sports, playing games on the computer for a long time is harmful to the body.

  3. It causes bad social atmosphere. Compared with stars, many game anchors lack due quality in terms of popularity and do not bear corresponding social responsibilities, which is easy to cause bad social atmosphere.

  4. Only the top people make money. As a profession, if only the most powerful people in the industry have high income, but most people (local teams) have no income or little income, can this polarized profession be regarded as a failure.

I. what is E-sports?

However, many people think of the traditional sports, such as chess and go.

E-sports is a competitive sport that takes into account both intelligence and physical strength. E-sports tests the thinking ability, reaction ability and limb coordination ability of participants, and tests the willpower of players in long-term continuous operations. Team projects also have higher requirements for team cooperation and team spirit.

E-sports has two basic characteristics: E-sports and 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 equipment and venues in traditional sports. In e-sports, "equipment" depends on information technology, which is also the difference between E-sports and traditional sports.

"Competition" refers to the essential characteristics of sports, that is, confrontation. As a sport, confrontation is the most basic feature. There are many kinds of categories and events in e-sports, but the core must be confrontation and competition.

Do not equate online games with E-sports. Competitive games must be antagonistic games under the condition of unified competition rules and ensuring fairness, and their competitive content is not affected by other factors (such as money and plug-ins).

Therefore, when ordinary people play games, it also depends on what type of games they play. Don't casually call the game e-sports, let alone beautify their playing games as participating in E-sports. Successful professional players focus on their careers, while game addicts eventually become Internet addicts.

As early as 2003, the State General Administration of sports officially approved the listing of E-sports as the 99th official sports competition item, which was later changed to the 78th item.

In the same year, CCTV5 founded the program "E-sports world". Unfortunately, it was forced to stop broadcasting a year later because of the restriction of the State Administration of radio, film and television.

Later, we can see game channels such as GTV and gamefy on TV.

Now, the General Administration of sports of the people's Republic of China has begun to host events, and governments at all levels have also begun to host all kinds of E-sports events. There are more and more reports on e-sports, and players can also obtain secondary athlete certificates by participating in CIG events.

After so many years of stumbling development, E-sports has finally been supported and recognized by the state and the government. No matter whether the subject agrees or not, the whole industry has developed to this stage, and the government has paid attention to it. Next, it will continue to develop in a healthy direction.

In my opinion, it is impossible for E-sports to join the Olympic Games in recent Olympic Games. First of all, E-sports is not mature and stable enough, and E-sports includes all competitive games, and the choice of game items is a big problem. Secondly, the Olympic Games are held every four years. For video games, the competition cycle is too long. It is likely that the game has disappeared before the players participate in the second Olympic Games. Thirdly, not all sports take the Olympic Games as the highest honor. For basketball players, the NBA championship ring must be higher than the Olympic gold medal?

The existing E-sports events, Ti International Invitational and S series, have been very successful competition modes, and are also the highest goal of each player participating in them. Therefore, it is not necessary for E-sports to join the Olympic Games. Of course, if one day E-sports join the Olympic family, even the performance items will greatly recognize and spread E-sports.

II. The title owner believes that "unlike traditional sports, playing games on computers for a long time is harmful to your health".

This pot of E-sports is not back! Almost every industry has occupational diseases. In addition to professional players, occupations like programmers also have to face computers for a long time, which is also harmful to health. Is it necessary to deny the profession of programmers?

Are there not enough injuries for traditional sports players? Top sportsmen suffer not only more injuries, but also much more than E-sports players. Playing basketball and football with your friends is not called professional sports, and professional sports is not the normal exercise of ordinary people. The "faster, higher and stronger" put forward in the Olympic motto is an almost "abnormal" requirement for human physical quality.

Admittedly, E-sports players will more or less have occupational diseases such as mouse hands and tennis elbows. At this stage, the club does not pay enough attention to the players' health. However, with the development of the industry, E-sports clubs are also moving closer to traditional sports clubs. They not only need "game talents", but also need more professionals to manage the team, protect players and maintain operation, so as to maximize the enterprise value.

III. "causing bad social atmosphere".

I have to admit that the quality of the whole professional E-sports circle really needs to be improved. When facing the camera and the audience, words and deeds, conversation and image need to be greatly improved, but it is also biased to deny all those involved.

Compared with traditional sports players, E-sports players can face the audience directly through computers and networks. Their words, deeds and every move are "monitored" by the majority of players and fans, both on the field and in life. Traditional sports players are relatively "mysterious". It is difficult to record the voice of players in most event broadcasts, but this does not mean that they are "superior" civilized people. It is common to yell rubbish at each other on the field, and both sides fight and beat referees frequently. At least our E-sports players will not Lou each other because of the game.

In addition to sports players, there are also performing stars. Neither social influence nor social popularity can be compared by our E-sports players. However, these stars with unlimited scenery, drug abuse, whoring and cheating have been repeatedly exposed. Together, they can organize a 5v5 game, team drugs vs team whoring!

In addition to personal quality, a considerable part of the view is that "most E-sports professional players have too low cultural literacy and educational background". Competitive sports itself is a matter for young people (especially for old players, such as chusovikina). In addition to these professional E-sports players who rely on themselves to embark on the road of e-sports, most of the traditional sports players under the "national system" do not enter the sports school from an early age, carry out professional sports training, and give up their studies.

Take the players of our EHOME club as an example:

EHOME CS: Valen (Zou Xuan), head of women's team of go division. He joined E-sports in middle school, practiced hard for many years, and finally won China's first women's CS world champion. After graduating from the University of Melbourne, Vale successfully joined the career of studying abroad in Melbourne and won the championship of go: EH Female.

EHOME CS: male team leader Expro (Yang Chang) of go division. Before entering the profession, his personal CS: go technical level has met the requirements of the professional club, but his family requires him to finish the college entrance examination and apply for suspension after entering the University before he can come out to participate in the profession. The reason why his parents made such a decision is that if his career is short, he can come back and continue to study. Such "double insurance" gives him greater courage to participate in professional E-sports.

EHOME soul blade team member empty city (Li Xiang). It can be said that it is the best carry player in this game. He started his career at the age of 15. Last year, when he decided to join the profession, he and his family also considered it for a long time. Unlike the above two, he had almost no way back. After the best years of study, he couldn't go back. Facts have proved that his choice is right. He led the team to win the Nanyang cup champion and CPL runner up last year, and took the first step of success in his career.

Three people, three different career resumes, their cultural level is high and low, but their cultural level can not be a standard to measure a person. They can continue to study after their successful career. Like many traditional sports players, they can further study after retirement and improve themselves.

If a player, audience or fan just looks at the behavior of others and becomes bad, it is not because you have changed, but because you are that kind of person. If you like a player and a star, you should see his struggle from mediocrity to the top of the world!

Fourth, "only the top people make money".

How ridiculous this idea looks! In every industry I can think of, people who make money are at the top. Even if it is a liar, there are also liars with high IQ who can cheat fools with more money. Liars with low IQ who cheat individuals may be able to get themselves in.

Why can professional players become top people when playing games? Here is a daily training chart of our club players.

  1. Normal training period:

In the morning, there is generally no training, and I get up at 12 o'clock at noon for dinner;

Arrive at the training room at 13:00, punch in, set a single row time for passers-by for one hour, and then start training;

  14:00-18:00,BO2*2;

18:00-19:00, dinner;

  19:00-21:00,BO2;

After 21:00, you need to watch training videos and single row. Generally, players will play until 1-2 o'clock in the morning, or even later.

  2. Training: there is an important training period before the game.

  11:00-13:00,BO2;

  21:00-23:00,BO2;

The rest of the time is the same as usual.

For example, our dota2 team has been preparing for the selection of Kiev special championship at the beginning of next month, and has entered the stage of additional training since this week. At ten o'clock in the morning, a team member appeared in the training room.

  3. Competition period:

In addition to the competition time, the rest of the online game is the same as usual, including training, single row and research video.

Offline teams will arrive at the venue 1-2 days in advance, and there will be a media day before the game to collect and shoot the materials of the event party.

Non competition days will take advantage of valuable opportunities to train with foreign teams.

The non team competition day is mainly to watch the competition of other teams, and the video will be studied later.

  4. Non training arrangements:

Participate in the media interview, shooting and business activities required by the promotion of the club, and arrange the time according to the specific needs.

The normal training time of team members is 4 days per month. According to the actual situation of each team, it is basically only 2 days per month. Some teams have no special circumstances or even don't rest.

There may also be a week's rest after the end of large offline games.

There will be two 15-20 day holidays in winter and summer vacation every year. The task of each holiday is to play five games a day. If the number of games is insufficient, a certain salary will be deducted according to the regulations of the team.

For players, 365 days a year are spent in competition and training almost every day, and it is systematic training. In addition to "playing games", we also need to constantly study videos, analyze opponents, and carry out a large number of single hero operation exercises. For FPS games, players should maintain about one hour of gun practice time every day, maintain hand feel and form a fixed muscle memory.

When professional players play games, they don't want to play. The era of "no, no learning and no practice" is long gone. With the change of game versions, the depth of the players' hero pool is more and more tested. The ti6 champion wings is the best example.

There is no 8-hour working day and no 5 + 2 two-day rest system. Like traditional sports players, E-sports players spend a lot of time in exchange for champions and honors. Why can't they become the top people in the industry? Shouldn't they get money and honor just because they are "playing games"?

When Ti4, ti5 and ti6 are reported by major TV stations, how does a person who loves E-sports feel when he sees these news? When S7 was held in China, how did our players and fans feel?

These two foreigners are willing to wear the Chinese flag to cheer for us because our contestants have proved that we deserve to be treated like this.

In addition, both E-sports and traditional sports have youth training teams and echelons, and there is a big gap in the income of athletes at all levels. In terms of the environment of video games, the income of some professional players in video games is not higher than that in other professional sports clubs, as long as the income of some professional players in video games is not higher than that in other sports clubs. If we compare the new players who have just entered the professional circle with the new employees who have just entered the workplace, the full package of food and accommodation, salary level and welfare provided by the club can be accepted by most people even in Shanghai, not to mention that the players will have some bonus income for large and small games.

Emerging things always have to go a long way in their development, but don't negate the whole industry. The most obvious example is webcast. In the early years, the anchor was almost "discriminated". After its rapid rise in recent years, it has now moved towards the era of "national live broadcasting". Anyone can take it up and broadcast it as long as he has a mobile phone (share the news of women's stream, link:

  Sina Visitor System)。 E-sports is the same. Admittedly, our industry is not standardized, our rules and regulations are not perfect, and our players still have many shortcomings. But after so many years of development, E-sports has become a social hotspot from a monster, hasn't it?

During the new year, some relatives and friends asked me, what value has E-sports brought to this society?

At my level, I can't say that great social value. But the whole industry has made more people work, made some people improve their lives, made me find my favorite job, and made me look forward to an event every year.

Finally, professional players work very hard. Without personal strength and competitive level, please don't give up your studies under the excuse of "want to play professional". From wanting to play a career, to being able to play a career and to career success, many people can't finish their whole career.

Borrow a line from dota2 hero Carl: it should be knowledge, not scrap iron!

Author: EHOME E-sports Club link: https://www.zhihu.com/question/55223696/answer/147132892 Source: Zhihu copyright belongs to the author. For commercial reprint, please contact the author for authorization. For non-commercial reprint, please indicate the source.