Electronic Sports (Electronic Sports) is a sports program in which video game competition reaches the level of "competition". E-sports is a combination of intellectual and physical competitions between people using electronic devices as sports equipment. Through e-sports, participants can exercise and improve their thinking ability, reaction ability, limb coordination and willpower, and cultivate team spirit, and professional e-sports also have higher requirements for physical strength. E-sports is also a profession, similar to non-electronic game competitions such as chess, which was officially approved by the State General Administration of Sports (SGAS) on Nov. 18, 2003 as the 99th official sports competition. in 2008, the SGAS reapproved e-sports as the 78th official sports competition. in 2018, the 18th Asian Games in Jakarta included e-sports as a performance sport.
On December 16, 2020, the Olympic Council of Asia (OCA) announced that eSports had become an official competition sport of the Asian Games and participated in the 2022 Hangzhou Asian Games.
From the above understanding we come to expound the concept of e-sports: e-sports is based on e-sports games, information technology as the core of the hardware and software equipment for the apparatus, in the virtual environment created by information technology, in the unified rules of the competition, as well as in the rules of the guarantee of fairness in the confrontation of e-sports game competition, e-sports is becoming a new kind of sports.
The view that "online games = e-sports" is wrong. With the development of the gaming industry and the constant replacement of e-sports programs, e-sports have long ceased to be a single-player game limited to direct IP connections or local area networks (LANs). Although online games are very different in terms of distribution, operation, payment methods, and the platform construction of the game, this does not affect the fact that some highly balanced and confrontational online games are added to the e-sports program. Regardless of single-player games or online games (multiplayer games), as long as they meet the two characteristics of "electronic" and "competition", they can be called e-sports in the broad sense. The main difference lies in the following: firstly, the basic attributes are different, online game is an entertainment game, e-sports belongs to the sports project, online game is mainly simulation and role-playing for the purpose of pursuing feelings in the virtual world, and e-sports is the intellectual confrontation between people in the virtual environment created by information technology and organized; secondly, e-sports has clear and unified rules of the game, and the biggest feature is the strict time and round limitation, which can be called e-sports in the broader sense. Secondly, e-sports have clear and unified competition rules, the most important feature is the strict time and turn restrictions, while online games lack clear and unified competition rules, no time and turn restrictions, which is easy to make people addicted; thirdly, e-sports competitions are competitions between athletes upholding fair and equitable sportsmanship, and the winners and losers are determined through the confrontation of intellect and physical strength between human beings, while online games are mainly the communication and interaction between man and machine or between human beings, and do not necessarily need human-to-human It does not necessarily require human-to-human confrontation to judge the result. Fourthly, e-sports focus on thinking ability, reaction ability, mind's eye and limb coordination, big picture, willpower, and team spirit, while some online games only need to top up to gain an advantage, which is also the main difference between e-sports and online games.
You have to know that "e-sports is not just about playing games", at the same time, e-sports is also suitable for a variety of high-end positions, such as data analysts, tournament commentators, host anchor, tournament planning and so on, easy to employ, generous treatment. The direction of tournament personnel: professional referees, translation talent, tournament organization planning, gaming operations, management and other aspects of the professional club direction: professional pageboys, gaming athletes, team coaches, data analysts pan-entertainment direction: live platform anchors, gaming stars, reality TV shows, Netflix program planning
Virtual Reality is a term that comes from the English "Virtual Reality," which means that a person's life is more or less the same as his or her life. "Virtual Reality", referred to as VR technology. It was first proposed by Joe Lanier of the United States in the early 1980s. Virtual Reality technology (Ⅵ) is a set of computer technology, sensor technology, human psychology and physiology in one of the integrated technology, which is through the use of computer simulation system to simulate the external environment, the main model object has the environment, skills, sensing equipment and perception, etc., to provide users with multi-information, three-dimensional dynamic, interactive simulation experience
VR technology can be applied to more fields, the current application of the More fields include medical, engineering, military, aviation, navigation and other aspects, such as aviation, aerospace pilots in the training cabin facing the screen for a variety of driving operations, the simulation of the scene outside the cabin of the screen image changes, the pilot can get a simulation of the training experience. This way of putting people in the image environment has been used in aircraft simulation training for decades. There are also in the field of entertainment, games, education, augmented reality VR technology application prospects are even more extensive. In physics classes, students can create their own natural landscapes such as rainfall and water vapor, which are intuitively 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 fantasy world. At present, many games have been the first to adopt this technology, widely popular among young people.