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Members of Chinese esports team Edward Gaming hoist the Summoner’s Cup after winning the finals of the League of Legends World Championship on November 6, 2021, in Reykjavik, Iceland. Photo: Getty Images
Opinion
Editorial
by SCMP Editorial
Editorial
by SCMP Editorial

We should celebrate – and exploit – China’s prowess in esports

  • The rigours of competition and attributes required mean that gamers are in their prime in their teens to early 20s, necessitating government flexibility and parents’ understanding for the sector to thrive

A Chinese team winning a major esports competition is nothing new. But Edward Gaming’s victory in the latest League of Legions world championship finals and claiming of the Summoner’s Cup could be seen as a game-changer. The title is among the eight esports chosen as medal events for next year’s Asian Games in Hangzhou. Wider acceptance of an activity that has a huge global following, professional players and a billion-dollar industry is bound to change the way gaming is perceived.

League of Legends is the world’s most popular video game with more than 100 million active monthly players. Twenty-one teams competed in Reykjavik in Iceland for the US$2.225 million prize pool. Shanghai-based Edward Gaming’s defeat of the defending champions, South Korea’s Damwon Gaming, was celebrated by millions of fans in China. Chinese teams previously won the competition, staged annually since 2011 by United States developer Riot Games, in 2018 and 2019.

The international esports industry is lucrative and fast-growing, with revenue in 2021 projected by analysts to surpass US$1 billion for the first time and maintain an annual 15 per cent growth rate next year. Most income is derived from event sponsorship and advertising, plus media rights, live event ticket sales, merchandise and in-game purchases. China is among the world’s fastest-growing markets, with revenue expected to top 165.1 billion yuan (US$25.8 billion) this year. Gaming has a huge following, with an estimated 480 million players on all platforms.

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Such growth and potential appears a double-edged sword for Beijing. The inclusion of esports in the Asian Games will be a major boost for gaming, being the first time it has been included in a mainstream sporting event. Chinese authorities’ recognition of the popularity of esports in such a way will increase their acceptance at home and overseas. But that seems at odds with government and parents’ concern that young people spend too much time playing games. A rule imposed in August restricts gaming for under-18s to three hours a week between 8pm and 9pm on Fridays, Saturdays and Sundays with an extra hour on public holidays.

Sport is an activity involving physical exertion and skill with individual or team competitors. Esports, requiring hand-eye coordination, quick reflexes and problem-solving, readily fits that definition. Just as with athletes, competitors require endurance, dedication and hard work to get to the top. The rigours of competition and attributes required mean that gamers are in their prime in their teens to early 20s, necessitating government flexibility and parents’ understanding for the sector to thrive and China to continue to produce professional players and champions.

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