E-Sports
E-Sports (Electronic Sports) is a sport in which video game competitions reach the "competitive" level. E-sports is a competition between people that combines intelligence and physical strength using electronic devices as sports equipment. Through e-sports, participants' thinking ability, reaction ability, limb coordination and willpower can be exercised and improved, and team spirit can be cultivated. Professional e-sports also has high requirements on physical strength. E-sports is also a profession, similar to non-electronic game competitions such as chess. On November 18, 2003, the State Sports General Administration officially approved e-sports as the 99th official sports competition. In 2008, the State Sports General Administration approved e-sports as the No. 78 official sports competition. The 18th Asian Games in Jakarta in 2018 will include e-sports as a performance event.
On December 16, 2020, the Olympic Council of Asia announced that e-sports will become an official event of the Asian Games and will participate in the 2022 Hangzhou Asian Games.
From the above understanding, we will elaborate on the concept of e-sports: E-sports is based on e-sports games, with information technology as the core software and hardware equipment as equipment. In the virtual environment created by information technology, in With unified competition rules and fair confrontational e-sports game competitions guaranteed by the rules, e-sports is becoming a brand new sport.
The view that "online games = e-sports" is wrong. With the development of the game industry and the continuous replacement of e-sports projects, e-sports is no longer limited to stand-alone games limited to IP direct connection or LAN. Although online games are very different in terms of distribution, operation, payment methods, and game platform construction, this does not affect the inclusion of some highly balanced and confrontational online games in e-sports projects. Regardless of stand-alone games (single-player games) or online games (multiplayer games), as long as they meet the two characteristics of "electronics" and "competition", they can be called e-sports in a broad sense. The main differences are: First, the basic attributes are different. Online games are entertainment games, and e-sports are sports events. Online games are mainly simulations and role-playing in the virtual world for the purpose of pursuing feelings, while e-sports are based on information. In the virtual environment created by technology, there are organized intellectual confrontations between people; secondly, e-sports has clear and unified competition rules. The biggest feature is strict time and round limits, while online games lack clear and unified competition rules. , there are no time and round limits, and it is easy to become addicted; third, e-sports competitions are competitions between athletes in a fair and equitable sports spirit. The winner is determined through intellectual and physical confrontations between people. Online games, on the other hand, are mainly about communication and interaction between humans and machines or between humans, and do not necessarily require human-to-human confrontation to judge the results. Fourth, e-sports focuses on thinking ability, reaction ability, coordination of mind and limbs, overall view, willpower, and team spirit. Some online games can gain advantages by just recharging. This is the main reason why e-sports is different from online games. different.
You have to know that "e-sports is not just for playing games". At the same time, e-sports is also suitable for various high-end positions, such as data analysts, event commentators, anchors, event planners, etc., easily Employment and generous benefits. Event personnel direction: professional referees, translation talents, event organization and planning, e-sports operations, management, etc. Club direction: professional game selectors, e-sports athletes, team coaches, data analysts Pan-entertainment direction: live broadcast platform anchors, E-sports stars, reality shows, Internet celebrity program planning
Virtual reality" comes from the English "Virtual Reality", referred to as VR technology. It was first proposed by Joe Lanier in the United States in the early 1980s . Virtual reality technology (VI) is a comprehensive technology that integrates computer technology, sensor technology, human psychology and physiology. It simulates the external environment by using computer simulation systems. The main simulation objects include environment, skills, sensing equipment and perception. etc., to provide users with multi-information, three-dimensional dynamic and interactive simulation experience
VR technology can be applied in many fields, and the fields currently used include medical, engineering, military, aviation, navigation, etc. For example, in the aviation field, aerospace pilots face the screen in the training cabin to perform various driving operations. The screen image simulating the scene outside the cabin changes accordingly, and the pilots can get a simulated training experience.
This method of immersing people in graphic environments has been used in aircraft simulation training for decades. In addition, in the fields of entertainment, games, and education, the application prospects of augmented reality VR technology are even wider. In physics class, students can create natural landscapes such as rainfall and water vapor by themselves, which are intuitive, interesting and vivid. This novel teaching method is also realized through VR technology. It can be said that: VR can create a future, present, past, real or dream world. At present, many games have taken the lead in adopting this technology, which is widely welcomed by young people.