Category: 上海后花园论坛

上海后花园论坛

Chinese fencing players appeared in the 2022 National Championship for the Paris Olympics

 

China News Service, Qingdao, August 28 (reporter Hu Yaojie) as the first important fencing event in China this year, the National Fencing Championship (Qingdao station) in 2022 kicked off at Qingdao Guoxin Stadium on the 28th. In the 2022 Asian Fencing Championships, women foil men’s runner-up Chen love and the 2022-season women’s epee World Cup team runner-up Li Shanshan and Yu Sihan all appeared in this competition, which will accumulate power for the 2024 Paris Olympic Games. This competition is the first stop of the National Fencing Championship in 2022. nearly 700 players from 20 provinces, cities and autonomous regions in China participated in the competition, with 22 competitions, men’s and women’s adult flower sword, epee sword, Sabre individual competition and team competition, men’s and women’s youth flower sword, epee and Sabre individual competition, Youth Men’s and women’s individual all-round competition, adult and youth mixed team competition. Among them, individual all-round competition and mixed team competition are the first to appear in the national competition. Three youth group projects were competed in the first competition day. Shan Yifan from Shanghai team won the female sabers champion of the youth group and Zhang Bo from Shanghai team won the men’s sabre championship of the youth group, ke Zhixuan from Zhejiang team won the women foil championship in youth group. Han Ting, deputy secretary general of China Fencing Association, said that the competition on this site is divided into two groups: youth and adult. The youth group mainly selects fencing reserve talents to supplement the strength of the national team. In addition, this competition will balance the development of fencing industry in China’s provinces, cities and autonomous regions. Han Ting said that the development of different kinds of Chinese fencing teams is different at present, for example, the Chinese women’s epee team is in the process of new and old alternation. The points race Paris Olympic Games will be held in next April, and the national team members will go all out to strive for more sword species to qualify. This site is hosted by China Fencing Association and Shandong Sports Bureau for 8 days. (Finished)

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Jan
5
上海后花园论坛

Competition revenue accounts for 1/3 of the global market. Is China’s e-sports still racking their brains for popularization?

 

Data map: the e-sports venues of Hangzhou 2022 Asian Games are lit at night, and the roof is colored with light stripes like star tracks. (Drone photo) China News Service reporter Wang Gang photo Zhongxin.com, Hangzhou, July 28 (reporter Wang Hao) with the appearance of Lang Ping, the audience burst into cheers with the highest decibel. At the recent 2022 global e-sports leaders summit, those e-sports practitioners in the audience raised their mobile phones one after another to shoot the iconic figure of the Chinese women’s volleyball team on the stage. Lang Ping, who had not appeared publicly for a long time, talked about the origin of her and e-sports on the stage. She said that when teaching the Chinese women’s volleyball team, in addition to focusing on the team, she also asked herself to keep curious about new things, including e-sports. Lang Ping’s attendance became one of the highlights of the summit, and many media reported one after another. This is not the first time that the e-sports competition has been linked with the Chinese women’s volleyball team. The guest invited at the global e-sports leaders summit last year was Wei Qiuyue. It seems that the “Golden signboard” of the traditional sports “Chinese women’s volleyball team” has become a “friend” who helps e-sports break the circle “. Data map: Lang Ping is at the edge of the field. Taken by China News Agency reporter du Yang Such “friends” are not the only ones. In recent years, China’s e-sports, as an emerging sports industry, has been seeking how to stand in front of more people. Recently, a variety show called “war to the peak” has frequently appeared on the hot search list of major social platforms. This variety show has gathered many popular stars in the entertainment circle as e-sports players to prepare for the battle, in the competition, contradictions and disputes and fighting side by side have become Internet buzz topics. Perhaps it does not show the whole picture of “e-sports”, but obviously such a setting will attract the attention of many non-e-sports audiences. This is the uniqueness of e-sports. Although traditional sports such as basketball and football are actively seeking cross-border cooperation to increase added value in recent years, the project itself does not have the trouble of “breaking the circle. According to the 2022 Asian e-sports industry development report released at the summit, China has now become the world’s largest e-sports market. In the expectation that the global competition revenue will reach US $1.384 billion in 2022, china alone will provide about one third of the benefits to the global e-sports market. However, how to “break the circle” to achieve popularization is still a challenge faced by e-sports industry practitioners. Data map: in 2021china international service trade fair cultural and tourism service special exhibition area, gaming electronic sports received attention. The picture shows the King Glory KPL competition trophy of Tencent E-sports booth to attract visitors. Taken by China News Agency reporter Jiang Qiming Comparatively speaking, e-sports is a broader concept than basketball and football, which contains a large number of subprojects, each project has its own different rules, this also leads to the completely different threshold of watching games from traditional sports. For example, audiences who know a little about basketball know what a three-point ball is, but it is difficult for audiences who know little about e-sports to understand the complicated effects of various buff. This has become one of the obstacles to the popularization of e-sports. Jin Yibo, CEO of Teng Jing Sports, introduced that the popularization of e-sports is to “let everyone understand the competition”. The hero League project, which is mainly responsible for, is about to appear in the Hangzhou Asian Games next year. He introduced that before the Asian Games, a lot of popularization work should be done, “tell everyone how to watch the hero league games, what is called alignment, what is called group warfare, etc.” In recent years, the development of China’s e-sports industry can afford the word “red fire”, and the social recognition has improved a lot. However, Jin Yibo introduced that social identity is still the most important factor hindering the popularization of e-sports. Data map: the WCG2019 world finals kicked off in Xi ‘an. The picture shows the fierce competition among the participating teams. Photo by Zhang Yuan “For example, some of our business partners think that if there are too many links with games, there will be some concerns. Large sports competitions are all positive energy, and everyone is more assured of sports cooperation, but there are still some concerns about the cooperation between electricity and competition.” While actively seeking “friends” to help break the circle, the image displayed by e-sports itself is the key to dispel these concerns. “If there is some bad popularity in social media, we will not promote it. However, the competition itself, the players’ competitive spirit, fighting spirit and public welfare activities will be promoted plus-sized.” Jin Yibo said. In his view, the popularization of e-sports is not “beautification”, but an objective. “Not to say how tall and great it is, but to face it squarely. It is a project with competitive spirit and fighting spirit, and it can also win honor for the country. Players can also become models for young people.” (Finished)

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