China's E-sports Industry Displays Its Strength
By Liu Xinwei
The e-sports industry is a hightech and digital cultural industry and features cultural education,entertainment and technology development.It is playing an increasingly important role in promoting the cultural innovation industry and stimulating the regional economy.
As a big annual event of the e-sports industry,CCGS has seen two years of success.The 2019 CCGS was recently held with the theme of“unlimited competition”and discussed the trends and solutions in the development of China's e-sports industry.The conference also shed light on the interaction between e-sports and other industries.
China's e-sports market will become the world's most influential market
Yang Yue,director of the E-sports Research Lab of the Science and Technology Research Office of General Administration of Sports of China,said at the conference that the Chinese economy is seeing three trends:the upgrading of consumption,self-innovation of technologies,the building of a community of shared destiny and the enhancement of China's core values.This is the macro-environment and strategy for the e-sports industry,and the industry will play a more important role in these aspects.
“Increasing e-sports consumption is an important vehicle for national technological innovation.”Yang Yue stated that AI is the summit that China and the U.S.are competing for.AI technology is mainly applied to scenarios and e-sports is an important sector in which to create such scenarios.
Any industry shall experience four phases of development:emergence,booming growth,accumulation of resources and maturity.The e-sports industry is also following such a process.
Zhong Zeyu,deputy director and secretary-general of the China Association of Trade in Services,said that the e-sports industry is a new business model that combines e-commerce and high technology.
Looking back the development of China's e-sports industry,the industry started to emerge in 1990s in the form of digital gaming.In 2003,the General Administration of Sports listed e-gaming as the 99th sports program.In 2018,China's e-sports delegation attended the e-sports performances of the 18th Asian Games at Jakarta,winning two gold medals and one silver medal.China's e-sports industry has been continued to grow for almost 20 years.
Yang Yue said that we should make more effort in three different aspects to promote China's e-sports industry towards maturity.
由于境外监管机构倾向于保护投资者权益,一旦上市企业出现违规行为或风险苗头,往往对境内企业采取严格的处置措施。2015年5月,香港高等法院指定安永会计师事务所作为山水投资约43.29%股权暂时委托财产接管人,原董事长张才奎被罢免,这也成为山水水泥股权纠纷的重要转折点。在山水水泥出现股权纠纷后,国外评级机构标普将山水水泥的长期企业信用评级连续下调至违约(D);惠誉将山水水泥的长期发行人违约评级和高级无抵押评级分别下调至BB-和B+。信用评级下调严重影响了企业再融资能力,未到期的境外债券也触发了提前赎回条款,对境内控股企业的正常经营造成严重影响。
Wang Guoji explained that as the e-sports industry chain continues to improve,the industry will have the same revenue model as traditional sports programs.The market scale will be unlimited and China's e-sports industry will become the world's most influential industry.
In addition,e-sports is the most influential point of the international sports discourse power and is also an important communication platform for young people around the world.
不过,经过底本1“材料选择”之后的女大学生白雪梅仍然不是显示在文本之中的“述本”,而是潜在的人物模型,这一模型还没有被“媒介化”。只有经过底本2“再现方式选择”之后,白雪梅的形象才通过特定的媒介手段呈现在受众面前。由于底本2是故事已形成的“再现方式集合”,因而在很大程度上也会影响这一人物模型最终呈现在“述本”中的形态。例如,同样是以拐卖妇女为主题的电影,由于再现方式所形成的风格差异,《盲山》中的白雪梅、《嫁给大山的女人》中的山菊、《三峡好人》中韩三明之妻则完全呈现出不同的形象特质。
“Normally speaking,an industry will have bright future if it attracts young people.The e-sports industry is such an industry that mainly involves young people.”Zhong Zeyu also said that in 2017,the number of users reached 260 million and then further grew to 320 million,most of whom are young people aged between 19 and 24.
留学生博士论文在上缴至国家图书馆之后,与中国国籍学生博士论文一起经过登记、数据加工进入馆藏。然而在博士论文到馆核对和博士数据管理上,留学生博士论文却经常出现“麻烦”。
“E-sports+5G+N”as a development trend
Wang Guoji said that“e-sports+5G+N”will be the next trend for development.
2.3 研究对象剖宫产产后出血的多因素Logistic回归分析 将上述有差异的单因素代入多元Logistic回归方程中,提示妊娠期高血压史、胎盘粘连、前置胎盘、巨大儿、宫缩乏力是>35岁孕妇剖宫产产后出血的独立危险因素(P<0.05)。研究对象剖宫产产后出血的多因素Logistic回归分析见表2。
With the rapid development of digital technologies,China's e-sports industry has been undergoing rapid changes.With the comprehensive promotion of 5G technologies,approximately 90% of the data flow is created through videos and more than 50%of videos will consist of e-sports,entertainment gaming and education &training.
The year 2019 will be the first year of 5G application and will bring great changes to the e-sports industry.Chen Fengwei,deputy director of the China United Network Communication 5G Lead Promotion Group,said that 5G will bring about more vivid and immersive e-sports experiences to consumers of games.
“AR and VR technologies play a limited role due to the source of the video,the transmission speed and the facilities.”Chen Weifeng said that in the era of 5G,the transmission speed may reach 5G per second,exhibiting great advantages.
“Many people said that e-sports is not good for your health,but 5G technology may change this phenomenon.”Chen Weifeng also said that in the future,the game players wear a pair of glasses or screen,and will stand up to play.Players can get exercise while playing video games.
The survey shows that while foreign companies excel in computer-end game development,China plays a leading role in mobile end development.The large width of the 5G generation will reduce the facility requirements of game users.China will keep its unique strength in mobile gaming.
As e-sports is becoming more intermingled with sports,the best application in the 5G era will be live sports broadcasts.Chen Weifeng said that it is conceivable that the audience could sit in the“bird's nest”and watch each athlete from different angles and distances through VR glasses.This will become reality in the future.
Chen Weifeng surmised that the early phase of 5G development will be a big opportunity for e-sports industry growth.When the 5G technologies become mature,the e-sports will further promote 5G development.
Efforts needed to promote e-sports industry towards maturity
Recent years have witnessed the mushrooming of e-sports associations,clubs,teams,venues and contests.This rapid industry development is coupled with a lack of industry standards,professional talents and regional imbalances.Wang Guoji said that China's e-sports industry requires further adjustment,optimization and regulated development.
“At the moment,China's e-sports industry chain has been well improved and is growing,playing an increasing leading role in the market.”Wang Guoji,director of the E-sports Management Commission of the China Cultural Management Association,said that in 2018,China's e-sports industry revenue reached RMB 94.05 billion,accounting for 38.9% of China's gaming industry.It is estimated that by 2020 the total revenue will surpass RMB 135 billion.
The first is upgrading of technology.It is important to use 5G technologies to change the model,terminal,and contents of the e-sports industry and explore a more diversified set of sports operations.
Second,China's e-sports industry needs to go overseas.Flagship companies shall be pioneers in innovating the business and organization models and promoting the Chinese experiences to the whole world in a systematic way.The purpose is to reach a common sense of e-sports,promote the Chinese model of e-sports,and increase Chinese influence in the world of the e-sports industry.
The third point is to rebuild the culture.Yang Yue suggested that it is necessary to use Olympic spirit as the cutting point and strive to build up the sporting spirit of China's e-sports.The purpose is to highlight the e-sports culture,create core values of China's e-sports and provide a solid cultural base and momentum for industry maturity.
Regarding the e-sports industry development,deputy director of the State Administration of Sports and deputy chairman of the Chinese Olympic Committee Zhang Faqiang suggested that it is important to establish a system for sports competition,publicity and training and attract a larger young audience to watch e-sports games and participate in e-sports training.It is also important to differentiate between science and indulgence,convey the right values and highlight the positive energies.All this work requires efforts from generations of people of the industry.
40年的物流发展到今天,我国的现代物流体系基本建立。从改革开放初期,第一家现代意义物流企业成立至今,全国物流相关法人单位数已近40万家。按照国家标准评审认定的A级物流企业5355家,其中代表国内最高水平的5 A物流企业293家,一批综合实力强、引领作用大的龙头骨干企业加速成长,在电商、快递、汽车、链条等分类里面涌现了一批超过世界领先水平的企业。
东魏北齐时,青齐学术走向衰落,河北民间学术逐渐登上庙堂。所谓民间学术,是相对于士族学术而言的。史称北魏宣武帝时,“天下承平,学业大盛,故燕齐赵魏之间,横经著录,不可胜数,大者千余人,小者犹数百”瑖瑢。所谓“学业”正是民间私学。在北魏洛阳时代,这些民间学者较少能获得仕宦机会。到了东魏北齐,由于权力结构的急剧改变以及官僚体制的逐渐恢复,大批民间学者出仕做官。东魏北齐时,河北民间学者担任国子博士、太学博士者有李铉、杨元懿、宗惠振、马敬德、熊安生、张买奴,刘轨思、鲍季详、邢峙、权会、张思伯、张雕虎、孙灵晖等。这也显示,从洛下到邺下,学术格局发生了深刻的变动。
“Faced with rapid development,it is imperative to formulate and issue industry standards and self-disciplinary rules and create a vigorous ecological environment and closed eco-system.It is also important to innovate the training materials and system for China's e-sports industry,build and improve the business model and service operation mechanism of China's e-sports industry and explore the new momentum and directions of the industry.Through these efforts we could create a new industry with deep cultural contents and with no boundaries or gaps between other industries,”said Wang Guoji.
汽油中氯含量的测定主要有气相色谱法、电位滴定法、离子色谱法和X射线荧光光谱法等方法[1],但最常用的是微库仑滴定法[2]。本文采用微库仑法,在实验的基础上优化仪器工作参数,并对黑龙江省20个加油站的93号车用乙醇汽油组分调和油中氯含量进行了分析。
标签:China’s论文; E-sports论文; INDUSTRY论文; Displays论文; its论文; Strength论文;