Hero Sports VSPN COO Zheng Duan: About the core issues of esports discipline

2022-07-29 19:14 0

/ Daily News/Guangzhou, July 29, 2022 -- "I think the core issue of e-sports discipline is that fair play and exploration of limits are two invariable things? How does this spirit interpret problems in the context of the continuous progress of new technologies, and? The interaction between the spirit of nature and the progress of science and technology? Here? Class to bring what social and economic benefits."

July 26-27, Hangzhou International Expo Center, China. By China Audio-video and Digital Publishing Association esports Working committee as the guidance unit, Tencent esports, Asian Esports Federation, Zhejiang Number Culture co-sponsored 2022 global esports Summit and Tencent esports annual conference was held. On the afternoon of 27th, Zheng Dou, co-founder and COO of Hero Sports VSPN, visiting professor of the School of Animation and Digital Arts of Communication University of China, author of esports textbook Introduction to Esports, was invited to attend the "Tianmei Esports X Shanghai Jiao Tong University Global esports High-end Talent Cultivation Forum" and held a lecture titled "Talents of Esports VS Talents for Esports? The theme of sharing.

Before talking about how to cultivate esports talents, Zheng Duan pointed out: "We all know clearly that we need to cultivate talent, but there are two aspects of talent cultivation, we need to make clear that we need to cultivate 'esports own talent' or 'let other industry talent join esports'. Currently, esports can cultivate talent in both aspects, but in the long run, We should take the time to discuss whether esports should have its own talent development system. If we only need people from other industries to join esports, then the esports talent development proposition is just an application issue."

As a visiting professor at the School of Animation and Digital Arts at the Communication University of China, Zheng Dou thinks that if the proposition "we need our own talents in esports" is true, then from the perspective of teaching, esports should have an independent discipline. If esports cannot have an independent discipline, Then you can get people from other industries to join esports and apply it, without it having to rise to an academic or higher theoretical issue.

Zheng Duan believes that the following three conditions should be met to judge whether it can be a discipline: < / p > < p > < b > 1, the industry is fundamental to social work < / b > < / p > < p > < b > 2, whether the industry can produce a great practical value and output value of < / b > < / p > < p > < b > 3, whether the industry unique < / b > < / p > < p > so, How to understand esports determines whether esports needs a discipline. However, in some people's cognition, e-sports is still in the stage of playing games or broadcasting, and there is no unified definition of e-sports in the academic circle.

Zheng Dou defines esports as follows: "E-sports is a kind of confrontation sport between man and man, man and machine, machine and machine carried out under unified rules by adhering to the spirit of fair competition and exploration of limits, taking electronic information technology as the core, hardware and software, game content and other competitive tools, competitive space and competitors. It is the extension and breakthrough of human intelligence and physical strength by using high-tech means. It is a new stage in which science and technology are involved in the development of competitive sports."

At the same time, according to the stage of the involvement of science and technology in the development of competitive sports, Zheng Duan divided the development of sports into five stages. They are: human physiological sports, simple instrument sports, complex instrument sports, electronic sports, future: integrated sports. He said: With the intervention of science and technology, e-sports has become a new stage in the development of competitive sports. In the new stage, a large number of technologies and application scenarios have appeared. Because of its uniqueness, e-sports with huge influence and output value needs to set up a separate discipline and cultivate its own talents.

"At present, as a discipline, esports should pay attention to the cultivation of talents in practical operation and theoretical research." "In the study of the actual operation of esports, we have seen the emergence of an esports industry structure and have a preliminary business model," Zheng said. At the same time, a large number of technologies including AR, XR, remote production and other applications have emerged. "However, e-sports is a product of the era with the intervention of science and technology, which means that it has technological progress and rapid explosion, so the actual operation of research talents still needs more training and breakthrough."

Theoretical research talents, Zheng Zhuofor example: "For example, the study of big muscle movement and small muscle movement. While traditional sports are big muscle movements, esports are small muscle movements that coordinate hand, brain and eye. There is a big difference in the use of muscle groups between traditional sports and esports, which is one of the main reasons why esports is not universally accepted at present. It is generally believed that the main reason why traditional sports can be called sports is that it has the function of strengthening the body. However, the current e-sports are more inclined to call on small muscle groups of mental strength sports, for the large muscle groups of the body has no exercise effect, so it is not considered as a strict sense of sports. At the same time, judging whether an esports athlete is talented or not is difficult given the small muscle nature of esports. It is relatively easy to judge whether athletes in traditional sports are talented or not. Similar theoretical research in esports is still in its infancy."

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"The subject matter of this subject is much larger than we now imagine. When conducting research on e-sports, our teachers might as well put e-sports into the development stage of competitive sports, even the development stage of science and technology, and the development stage of media, etc., for breakthrough thinking: how can the boundary of this subject be expanded, and what social value can it bring to sports, media, science and technology, economy, etc.?" In the end, Zheng says, "I think the core issue of esports is that it's always about fair play and exploring limits? How does this spirit interpret problems in the context of the continuous progress of new technologies, and? The interaction between the spirit of nature and the progress of science and technology? Here? Class to bring what social and economic benefits."

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