Electronic Gymnastic

Posted in Fitness First by admin on January 3, 2009 No Comments yet

Electronic Gymnastic

Tianjin Electronic Sports promising

E-sports Games in Tianjin, the first students in March 2005 to 6 months with 18 full-time university Tianjin, 22 full-time professional and technical College students attend school 260 000 in this competition. In a sense, competition became competitive in the electronic access to opportunities emerging sports E-Sports is the state? Where to develop? Students Tianjin this reporter interviewed the PC network electronic sports competition Minister Zhang Tao.

"E-sport is the biggest sport-based mass, 18 November 2003, the State General Administration of Sport has published a document, approved the creation of electronic games for the launch our first official 99 sports. Tao said the reporter "The current e-sports has become a University Games and the Games program. E-sports in Korea and Europe and the United States and other countries in the professionalization and industrialization, China has tens of millions of passionate e-sports. "

Tianjin development of electronic games promising

Zhang Tao, told reporters: "Tianjin currently more 20 million e-sports enthusiasts, but the overall level is not high, 60% to 80% of students at school. They had not made the country more remarkable achievements. It can be said in the e-sport Tianjin was not a very good development, games electronic campaign have not received enough attention. "Tianjin

then the main reason for the slow development of electronic games up? Zhang Tao analysis, the following reasons:

First, the events at the organization is not high, which to some extent, discourage the enthusiasm of the organizers. The lack of management, unique events and disorder Generally, the gaming system is not standardized, so that e-sports, justice and authority can not be guaranteed.

Secondly, the continuity of e-sports events is not strong. "First," the greatest "in the name of the first class are not uncommon, but see the "IN" are really very few opportunities. As a sport, an event that has mature and stable, the continued investment of capital and improve the functioning of the institution is undoubtedly fundamental.

Third, trade rules, if electronic games, or level of employees have a certain gap with developed countries. Then the competitive needs of specific rules and specific rules for staff to formulate competitive. Only by developing the detailed rules to reflect the severity of competition, fairness and equity.

Fourth, the use of technology and electronic games economic development are insufficient. E-sports is the product of the times is the result of technological development. Combination of high technology and Sport is not unique to electronic games, competitive sports at the current level, not so much a competition between athletes physically, because it is national, technological and economic power throughout the contest between the two. Also, Tianjin is also a lack of more powerful electronic sports sponsor promotion. It Because of these obstacles, the level of electronic games in Tianjin has been growing rapidly.

"However, we have not to e-sports in Tianjin Development pessimistic, "Tao said confidently," from disorder to order, disorder unification, we need a process, the next E-sports Games in Tianjin will be the first students was a major e-sports event. concern community, once the investment sponsor e-sports competitions will continue to raise the level of competition will lead to more good sponsors and investors will form a virtuous circle. "

Mature business model is key to the development of electronic games industry

Some data indicate that E-sports in South Korea has become the annual production of 4 billion industry, equivalent about 33 billion yuan RMB, and the industrial value chain associated with the automotive industry.

According to the latest "Fifteenth Statistics China Internet Development "shows the total number of Internet users in China to 94 million, more than half a year ago an increase 8% of the number of broadband Internet access to 42.8 million; computer with Internet access to $ 41.6 million units, an increase of more than six months, 14.6%; network bandwidth of total international exports 74429M, more than half a year ago increase of 38%. "2004 the gaming industry in China Report" shows that users 2004, China Online Games to 13.8 million in 2007 to 41.8 million; 2003 market online game publishing, real sales (ie sales to final consumers) of revenue was 24.7 billion yuan more than in 2003, an increase of 47.9% in 2009 China revenue online game market will reach 10.96 billion publishing yuan.

Zhang Tao that can be seen from these figures, there is a huge potential market. Currently, the development of online games in China at an alarming rate, Balance is also booming. After years of development, the program has created a wide range of people, culture and market. In this home of great online game in the top master of sport races in the future, it also creates another type of economic development event. If the pace Current will continue in the near future, the ability of the Chinese market for electronic games will be several times or even ten times more than South Korea.

Currently, the games have been nationally recognized throughout the sports authorities should also be considered as a sport. Table Tennis China, gymnastics, diving in the world to focus, through the national training system, complete, electronic games also need the advice of state and government and promote.

If the formation of a business model experienced a boost other development of China's electronic game industry. family reasons for the different events of the lack of sponsors major reason is the lack of influence of the proper size of the market can not be trained, so sponsors will not be interested. Therefore, the business models for the development of electronic games is very important.

Added sponsors to accelerate the process of the electronic games industry. In Europe and the United States and other developed countries, behind the electronic games industry has one or several large PC makers to provide support. Organizations such as the WCG Samsung, U.S. companies like IBM and NVIDIA CPL competition sponsored are at the top of the e-sports event industry. These expressions of support to authors more fire, and sponsors were also fully from. This business supports events, events returns a virtuous circle of foreign companies to make the industry electronic games has grown rapidly. Brand sports event will help raise the level of competition and ornamental value, for attract public attention, opening new markets, promote the formation of the industrial chain. About the Author

I am China Products writer, reports some information about crimping cat5 cable , telescopic extension pole.

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