E-sports persuading antipyretic: saving “Internet addiction” or strangling “dream”?

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Recently, the report about “the business of persuading young people to quit” has been hot. According to the report, 90% of the teenagers who have participated in this kind of training have been “splashed with cold water” and realized that they are not as good as professional athletes, thus giving up the “dream of E-sports”. The report also pointed out that at present, the market prospect of “E-sports persuasion” business is good, and parents are calling for it more and more. In recent years, it has almost become the main business of E-sports education institutions.
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What is the name of E-sports training?
According to reports, an E-sports education institution in Chengdu can recruit more than 100 students a year, 90% of them are such “fighting” teenagers. They are more or less tired of learning and addicted to games, but after professional training and various simulation competitions, most of them can finally recognize the gap between themselves and professional players and return to reality.
The report also cited the example of Beijing 14-year-old Xiaoshuai: Xiaoshuai was speechless because he was addicted to games. In the early stage of communication, Xiaoshuai’s parents and the person in charge of the organization reached such a consensus: let the children feel the gap between themselves and professional players, recognize the reality, and stop in time. Then, the organization arranged Super Intensive Training and simulated competition for Xiaoshuai, which filled Xiaoshuai’s time. At the same time, because the long-term training did not make him get the desired results, Xiaoshuai gradually doubted his “level” and began to question whether he was suitable for “playing career”. Now, Xiaoshuai has returned to the classroom.
Obviously, this kind of training is ostensibly to comply with children’s wishes and let them play video games as they wish. In fact, it is a special training content to let the children who like video games understand the hardships of video games, so as to achieve the goal that parents hope that children will no longer indulge in games. Therefore, some people think that such training is actually “killing” the dream of an E-sports teenager.
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Domestic E-sports club culture needs to keep up
Behind the hot domestic “e-Competition persuasion” market, there are also many shortcomings of e-Competition. In an interview with Beijing Youth Daily, Xu Peng, CEO of Kunpeng golden wings, bluntly said: “the persuasion business can flourish in the market, which mainly meets the rigid needs of young parents of E-sports. How to keep their children away from the e-sports circle is their main purpose. At the same time, it also shows that there is a lack of a healthy transmission mechanism for E-sports players in China, which is mainly due to the lack of domestic E-sports club culture. ”
For example, Xu Peng said that if a child is addicted to playing basketball and has good physical fitness, parents will choose to let the child participate in youth training. If they want to take a career path, they will choose to go to a sports school, a professional team or a sports college. Usually, a sport has several clear promotion paths. In the early stage of development in the field of e-sports, parents can not find an effective way to promote. Questions such as “whether my child is suitable for E-sports” and “what’s his level” are always accompanied by parents, which leads to the less formal “E-sports persuasion” business in the market. Through abnormal training, children will be bored with E-sports and give up E-sports.
In fact, how to strengthen the training of young people’s E-sports talents needs the cooperation of big game companies and clubs to develop a unique Chinese E-sports club culture. Senior game planner Ye Wei told Beijing Youth Daily, “the youth training work of domestic E-sports clubs is as important as the daily training of existing E-sports players – after all, only with excellent talent reserves can the e-sports industry continue to develop; at the same time, the promotion channel of E-sports players should be understood by the public, not only closed door training, but also an important part of E-sports club culture A ring. ”
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How to be a real E-sports teenager?
Industry insiders told the Beijing Youth Daily that it is very difficult to become a real E-sports teenager, and professional E-sports players are rare, not everyone can do it.
So how do you know if you have talent? It’s not difficult: because of the particularity of the game, every time you play it, you will get scores and rankings. This is the ladder mechanism that E-sports people call it. In the second season of Tencent video competition, facing Deng Yaping’s similar question, as a retired player in the lol professional competition, PDD (Liu Mou) said, “if you rank in the top 50 in the whole season in a high-quality server, you are an excellent player.” This principle is also a hard target for E-sports clubs to select young players.
Get a good score to be a professional E-sports player? and be not so. This is just the beginning. Liu Mou said bluntly: “E-sports players need to be assessed at all levels, such as the understanding of each hero in the game, such as the control of skills and tactics, which are the contents of the assessment.” What are the training contents of real E-sports clubs for E-sports players? Ye Wei, the game planner, said: “it’s the club that provides the players’ training content, rather than blindly oppressing the young players, to let the players train more systematically, to find their position in the competition more targeted, and to find the world’s top players for the players to fight.”
The emergence of the business of persuading young people to withdraw from E-sports gives the society a strategy to save “Internet addicts”. At the same time, in the process of popularization, it is also worth paying attention to how to avoid “deterioration” due to catering to the market demand, and how to turn the business of persuasion and withdrawal into a “firewall” for mining E-sports talents.
By Wang Lei