"Black technology" frequently appears, the metaverse wanders between reality and reality

Tencent said the future e-sports talent gap will reach 2 million, covering live broadcast, operations and other industries



Hou Miao, vice president of Tencent Games and general manager of Tencent E-sports, said in an interview that according to the current development speed of the e-sports industry, the talent gap in the next three or four years will reach 2 million or even more.

The e-sports talents here refer to the entire e-sports industry, including e-sports players, e-sports live broadcasts, e-sports event operations, e-sports club operation management, e-sports stadium operation management, e-sports anchors, live event broadcasters, and e-sports media Editing, video content production, development and design of derivatives of e-sports and other industry talents.

On the afternoon of July 26, the 2022 Tencent E-sports Annual Conference was held at the Hangzhou International Expo Center. Hou Miao, vice president of Tencent Games and general manager of Tencent E-Sports, attended and officially released the 'Tencent E-Sports Annual Plan': In the future, Tencent E-Sports will provide all-round assistance from the three dimensions of events, industrial infrastructure, and urban business scenarios. Construction of the city's e-sports industry.

Through Tencent's annual plan for e-sports, Hou Miao expressed Tencent E-sports' determination to invest in the construction of e-sports industry facilities and explore the establishment of industry standards under the guidance of the competent authorities. At the same time, he also believed that the future e-sports industry will usher in a new round. The development cycle of e-sports, the small ecology of e-sports will also be upgraded to a larger business system. At the same time, as one of the most watched cities in Asia, Hangzhou's e-sports industry model will also be used and reused by more Asian cities. Hou Miao hopes that when next year's Hangzhou Asian Games is approaching, he and industry partners will welcome the bright future of Asian e-sports.




TI11 qualifiers to take place in the first half of September

According to the news, the regional qualifiers for TI11 will be held in the first half of September, and the qualifiers in various regions will be held around September 8th to 12th. At present, Valve has not officially disclosed any information related to the TI11 qualifiers, and the list of all directly invited teams will be determined after the Arlington Major ends. For comparison, last year's last Major AniMajor ended on June 13, while the China qualifiers were held from July 7 to 10. The last Major of this year, the Arlington Major, will end on August 14, so the date of this revelation seems to be more regular.

TI11 will be held in Singapore from October 15th to 30th and will feature 20 teams competing in the Main Event, with a total prize pool of $1.6 million plus the portion of Battle Pass sales that go into the prize pool.



Dabo E-sports and Hero Sports VSPN launch 'Green E-sports' to convey the positive energy of e-sports in the context of digital economy


According to reports, the spiritual core of 'green e-sports' is green 'Green', where G stands for Grow (growth), R stands for Rule (rule), E stands for Encourage (inspirational), E stands for Elevate (improvement), N stands for Noble ( noble). 'Green e-sports' not only expresses the spiritual hope of constantly surpassing, challenging and never giving up on competitive sports, but also puts forward higher requirements for the healthy development of professional, professional and standardized e-sports.

Dabo E-sports will take green e-sports as its development concept, focus on game video content + e-sports events, and provide content and operation services for the operator's large-screen market. Currently, it has covered more than 20 provinces or municipalities across the country, with rich large-screen content experience and broadcast channels.

In the future, relying on content, organization and platform, Dabo E-sports and Hero Sports VSPN will comprehensively enhance the value of the large-screen 'green e-sports' industry in terms of content dissemination, platform operation, talent training, and model innovation. For example, at the content level, on the one hand, the two parties will strictly control the orientation and quality of large-screen e-sports content, continue to introduce compliant and high-quality e-sports content, and continuously improve the large-screen MCN content creation and linkage mode, through 5G, AI, etc. Technology integration, creating an ultra-high-definition, immersive viewing experience, and delivering the positive energy of 'green e-sports'; Links such as referees, through a series of online and offline brand activities and self-made programs, truly restore the e-sports industry and restore the spiritual outlook of the new generation of young people.




'Black technology' frequently appears, the metaverse wanders between reality and reality



The day before the official opening of the 2022 Global Digital Economy Conference, the venue was already lively. The Metaverse, which has been booming since the second half of last year, has become a hot topic at the conference.

On the morning of July 28, in the 'Kaiyuan Realm' Metaverse Experience Hall on the 4th floor of the Beijing National Convention Center, 21st Century Business Herald reporters explored the exhibition in advance and experienced a trip to the Metaverse. At the Internet 3.0 Summit held in the afternoon of the same day, Metaverse was also the key word of the speeches of the guests.

'Currently, new technologies and new models such as human-computer interaction, virtual reality, new displays, artificial intelligence, and 5G are constantly evolving and evolving, and Internet 3.0, which is characterized by multi-technology integration, human-machine-material delivery, and virtual-real integration, has begun to take shape. The application of the Metaverse breeds new formats in the fields of cultural tourism, medical care, financial technology, etc.' At the Internet 3.0 Summit of the 2022 Global Digital Economy Conference, Liu Yinchun, Deputy Secretary-General of the Beijing Municipal People's Government, pointed out, 'Internet 3.0 serves software and information. Industry development brings new opportunities, and it is the focus and strategic layout point for accelerating the construction of a global digital economy benchmark city.'

PC-level computing unit, 360-degree free-moving omnidirectional motion system, ultra-thin VR headset, tactile vibration vest... As soon as you enter the 'Kaiyuan Realm' Metaverse Experience Hall, the world's first Metaverse login portal commercial product 'National 'Cheng No. 1' is quite eye-catching. In this product, which covers an area of only 3 square meters, digital players wearing a headset can experience a virtual oasis world by running and walking in the room.

It is understood that this is also the first official public appearance of the product in China since the 'Guocheng No. 1' conference in May this year. In an interview with a 21st Century Business Herald reporter, Guo Cheng, founder and CEO of STEPVR, pointed out that compared with VR headsets and all-in-one machines that can only achieve visual and auditory restoration on the market, 'Guocheng No. 1' brings visual, The 'five senses' experience of hearing, touch, smell and vestibular sensation is close to 100% real immersion.

Among them, a self-developed universal motion system carried by 'Guocheng No. 1' solves the world-class technical problem of walking freely in virtual space. It is understood that 'Guocheng No. 1' has been mass-produced and entered the Singapore and South Korea markets one after another. The first batch of products has been quickly sold out and the delivery has been completed.

'At present, the product is gradually entering domestic communities, shopping malls, gymnasiums, party halls and other places.' The relevant person in charge of STEPVR introduced to the 21st Century Business Herald reporter that it is expected that family-oriented products will be launched next year. The footprint will be further shrunk, and multiple optimizations will be made to better suit the home environment.

I believe that in the near future, with the development of metaverse related software and hardware, the door to the perfect interaction between virtual and reality can be truly opened.


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