Rebirth is fine, but I get eight hundred dollars right from the start?
Chapter 202: What exactly does esports mean!
"To put it simply, it's perfectly normal to encounter problems with a new project."
"If esports is done well, it will benefit not only the economy, but also social development and the positive guidance of young people."
Inside the meeting room, wisps of steam rose from the teacups. The echoes of the man in the Zhongshan suit's words hadn't yet faded when the comrade from the Department of Competitive Sports to his right raised his hand and opened a thick document with a black cover in front of him. The cover had no title, only a number and the words "Internal - Joint Reference".
He cleared his throat and continued the meeting agenda:
"The direction the leader just mentioned, I happen to have a comprehensive positive value analysis of e-sports that I compiled after meeting with the National Development and Reform Commission, the Economic and Information Commission, and the Education Commission. It fits perfectly with our topic today."
"The higher-ups have asked us to read it aloud to everyone from the beginning. We can listen and discuss as we go, which will provide some solid support for developing a plan later."
He lowered his head, turned a page, tapped the paper with his finger, and spoke in a steady, clear voice:
"Let's start with the economy. Taking the 2013 Shanghai League of Legends All-Star event as an example, the economic impact of esports can be broken down into two aspects: short-term one-off consumption and long-term industrial agglomeration."
"In the short term, the hosting of major international events directly stimulates consumption across the entire chain: cross-city transportation for out-of-town spectators, hotel accommodations, catering, shopping in commercial districts, venue tickets, official merchandise, as well as local cultural and tourism activities. These one-time passenger flow benefits are real and tangible."
"Taking the All-Star event hosted by the Shanghai Grand Stage as an example, the tens of thousands of out-of-town spectators can boost the service industry revenue of Jing'an District and even the whole city in a short period of time; venue construction, stage design, equipment rental, performance execution, security and cleaning, temporary volunteers, etc., have created a large number of temporary labor positions in a short period of time, which is a direct boost to our local tertiary industry."
He turned to the next page, speaking a little faster:
"Supporting businesses also benefited simultaneously—the event linked with commercial districts to hold e-sports-themed activities and promote co-branded products, leading to a recovery in offline physical retail; local media and GG Company took on event promotion business, bringing a wave of orders to cultural and creative SMEs."
"Let's look at the long term!"
"The regular hosting of top-level esports events will drive Shanghai to build esports industrial parks, club bases, live streaming bases, and event production centers, attracting game developers, live streaming platforms, and esports brokerage companies to register and settle in the city, continuously generating corporate value-added tax, income tax, and talent personal income tax."
"Take Emperor as an example. His next contract with the live streaming platform will conservatively be worth no less than five million a year."
"..."
"Furthermore, cities can leverage esports to create distinctive cultural and tourism brands, differentiating themselves from traditional tourism resources and specifically attracting a long-term influx of young consumers, thereby increasing the retention rate of the young population; at the same time, it can boost the convention and exhibition economy, forming a composite industrial model of 'esports events + digital exhibitions,' optimizing the local industrial structure and reducing the risk of relying solely on traditional manufacturing."
"In terms of traditional cultural tourism, Shanghai is less competitive compared to the neighboring Jiangsu and Zhejiang regions; that's a fact."
As he said this, he glanced around and said, "There's also the added value from the linkage between land and infrastructure. The establishment of the e-sports industrial park can revitalize our idle cultural and sports venues and old industrial park plots, enhancing their commercial value. The city will also improve the public infrastructure such as high-speed networks, large-scale performance venues, and digital broadcasting centers to support e-sports. Once completed, these infrastructures can in turn support other industries such as concerts, exhibitions, and traditional sports events. Public resources can be reused, so it's a win-win situation."
The comrades from the Economic and Information Commission in the front row took notes and nodded.
The colleague from the Competitive Sports Department took a sip of tea to moisten his throat, turned to the next page, and his tone became somewhat somber:
"Furthermore, the technology sector is easily overlooked, but its value is immense. Esports is one of the civilian applications with the highest requirements for real-time computing power, high-definition graphics, low-latency networks, and human-computer interaction. The market demand continues to drive upstream and downstream companies to engage in technological research and development."
"In terms of network communication, professional sports events require millisecond-level latency and stable transmission of multiple high-definition live streams, which forces operators to upgrade fiber optics, deploy 3G to 4G in advance, and use dedicated line transmission technology. Once these low-latency and high-stability communication technologies mature, their widespread application in remote work, online healthcare, industrial remote control, and online education will be a natural progression."
"In 2013, the All-Star Game required simultaneous live streaming in multiple languages around the world, which prompted the optimization of the local government and enterprise dedicated line transmission solution in Shanghai. It will be a good testing ground for serving other large-scale online events in the future."
"In terms of hardware manufacturing: high-performance graphics cards, high refresh rate monitors, professional peripherals, and lightweight high-performance laptops were initially driven by the needs of e-sports users and professional competitions; chip manufacturers optimized graphics processing architectures for gaming scenarios, and hardware costs continued to decrease with mass production. Professional tools such as high-definition video editing, 3D modeling, and digital design also became more accessible to the general public, benefiting professionals in the design, architecture, and film industries. This chain extends far beyond the gaming industry."
He paused for a moment:
"In terms of software and digital interaction technology, the core R&D scenarios, including game engines, real-time rendering, motion capture, digital broadcasting, and data review systems, all rely on e-sports events."
"The motion capture of players, real-time battle data analysis, and multi-camera broadcasting technology used in our competition can be fully applied to cultural and tourism live streaming, online digital cultural and tourism, online exhibitions, and online teaching classrooms."
"The same applies to cloud computing and digital services. The pressure of millions of simultaneous online viewers for large-scale events is forcing the iteration of cloud servers, distributed live streaming architectures, and elastic computing systems. Once cloud technology matures, it will directly lower the barriers to entry for small and medium-sized internet companies, which is a real benefit to local digital micro and small enterprises."
"Personally, I think the overall trajectory of esports development in driving the industry is actually very clear: esports demands extreme performance, hardware, communication, and software companies increase their R&D investment, technology matures and mass production reduces costs, and finally the entire industry and people's livelihoods share the benefits of technological progress, forming a complete positive feedback loop."
He closed a page of the document, flipped through it, looked up at the comrades from the Education Commission and the Publicity Department, and softened his tone:
"Then there's the issue of teenagers, which is also the source of our greatest public opinion pressure today."
"Here we need to clarify a logic—the core contradiction in public opinion is, in essence, the unrestrained addiction to casual online games. The standardized professional esports system can provide a set of management and guidance measures that distinguish between 'entertainment and leisure' and 'professional competition.' It's not adding fuel to the fire, but helping to put it out."
(Because some things couldn't be written down, I've just given a brief summary.)
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