Chinese esports club Invictus Gaming defeated European club Fnatic 3-0 to claim the championship of the 2018 League of Legends World Championship in Incheon, South Korea, Saturday night.
這是8年以來中國LPL賽區(qū)(League of Legends Pro League)首次奪得此項冠軍。
It was the first time that a club from China’s League of Legends Pro League won the title in the world championship’s eight-year history.
賽后群訪時,戰(zhàn)隊中17歲的選手JackeyLove(喻文波)說,自己首次征戰(zhàn)S賽就拿下了世界冠軍,“感覺很不真實,像做夢”。他還說,獎杯真的很沉,扛著它采訪完后,“肩都有點酸”。
“Winning the world championship is very much a dream for me and I never thought it could become reality,” said Yu Wenbo, aka Jackeylove, an esports player for club IG. “I still cannot believe what happened. The trophy is much heavier than I thought. I held it on my shoulder during the entire post-match interview. It’s the best thing that I ever held.”
這場勝利可以說創(chuàng)造了中國電競新歷史,瞬間引爆社交媒體。
The long-awaited victory by the unexpected club exploded across Chinese social media, as related news and topics were viewed over 10 billion times as of Saturday on Weibo. At least a dozen of the top 50 trending Weibo topics that night related to China’s victory at the world championship.
各大媒體第一時間報道了這個大喜訊。中央和國家機關(guān)工作委員會重要黨刊紫光閣也發(fā)消息祝賀IG奪冠。
有網(wǎng)友總結(jié)IG奪冠的意義,被瘋狂轉(zhuǎn)發(fā),成為熱門話題。
此外,這支奪冠戰(zhàn)隊的俱樂部創(chuàng)始人王思聰也上了熱搜。賽后,王思聰?shù)谝粫r間發(fā)微博:
在線下,各大高校都沸騰了。大學宿舍樓里男生們瘋狂慶祝、食堂里看直播的同學們激動歡呼:
對于中國的電競愛好者來說,2018年是令人熱血沸騰的一年。
2018年英雄聯(lián)盟中國戰(zhàn)隊先后斬獲多個國際大賽冠軍,更是在8月的雅加達亞運會電子體育表演項目中為中國拿下英雄聯(lián)盟項目金牌。
Team China participated in three of the six titles of the esports event at the 2018 Asian Games, which included esports as a demonstration sport for the first time in the Asiad’s history in Jakarta, Indonesia, this August, and China pocketed two golds and one silver.
今年5月,中國戰(zhàn)隊RNG在英雄聯(lián)盟季中冠軍賽奪得世界冠軍。不過,這支被玩家寄予厚望的戰(zhàn)隊在2018英雄聯(lián)盟全球總決賽八強戰(zhàn)中爆冷出局。
Earlier this year, China’s most high-profile esports club Royal Never Give Up was crowned world champion at the League of Legends Mid-Season Invitational in Paris this May. The club that was considered China’s best shot for the world championship was knocked out of the tournament on the quarterfinals last month.
什么是電子競技?
看到這里,如果你還是一頭霧水,一起了解一下什么是電子競技吧。
電子競技(esports)就是電子游戲比賽達到“競技”層面的體育項目。電子競技運動就是利用電子設(shè)備作為運動器械進行的、人與人之間的智力對抗運動。
Esports (also known as electronic sports) involve competition through video games. Most commonly, esports take the form of organized, multiplayer video game competitions, particularly between professional players.
這項運動,可以鍛煉和提高參與者的思維能力、反應(yīng)能力、心眼四肢協(xié)調(diào)能力和意志力,培養(yǎng)團隊精神。
多數(shù)情況下,電子競技專業(yè)選手組成戰(zhàn)隊,共同作戰(zhàn)。
游戲類型包括即時戰(zhàn)略游戲(real-time strategy, RTS)、第一人稱射擊游戲(first-person shooter, FPS)、多人在線戰(zhàn)術(shù)競技游戲(multiplayer online battle arena, MOBA)。
全球性賽事(tournaments)包括英雄聯(lián)盟全球總決賽(League of Legends World Championship)、DOTA2國際邀請賽(The International DOTA2 Championships)、世界電子競技大賽(World Cyber Games)和電子競技世界杯(Electronic Sport World Cup)等。
電子競技的正名之路也走了許久,終于迎來了春天。
2017年10月28日,在瑞士洛桑舉行的國際奧委會第六屆峰會上,代表們對當前電子競技產(chǎn)業(yè)的快速發(fā)展進行了討論,最終同意將其視為一項“運動”。
《英雄聯(lián)盟》《Arena of Valor》《皇室戰(zhàn)爭》《爐石傳說》《星際爭霸2》和《實況足球2018》也成為第十八屆雅加達亞運會的表演項目。
不過,電子競技要想成為奧運會正式項目,仍然道阻且長。
The next goal would be esports’ inclusion at the Olympics. Although esports will become a medal event at the 2022 Hangzhou Asian Games, the road to the Olympics remains a bumpy one. But efforts are still being made.
中國作為電子競技大國,也迎來了電子競技前所未有的新機遇。
2003年11月18日,國家體育總局(General Administration of Sport of China)正式批準,將電子競技列為第99個正式體育競賽項。2008年,國家體育總局將電子競技改批為第78個正式體育競賽項。
2018年7月24日,國家體育總局發(fā)布《關(guān)于舉辦2018年全國電子競技公開賽的通知》,其中《絕地求生》被列入表演賽名單,《英雄聯(lián)盟》《星際爭霸2》《爐石傳說》則列為正式比賽。除獎金外,總決賽冠亞軍取得入選電子競技國家集訓隊資格。(劃重點!!!可以成為國家隊隊員!)
近年來,中國電競市場快速發(fā)展,企鵝智酷發(fā)布的中國電競運動行業(yè)發(fā)展報告顯示,2017年,中國電競用戶規(guī)模達到2.5億,市場規(guī)模突破50億。到2020年,這一數(shù)據(jù)有望到達200億。
China's esports market value reached 5 billion yuan ($750 million) last year and is expected to hit 8.48 billion yuan this year, according to the China esports Development Report published by Chinese tech giant Tencent this summer.
By 2020, the market value is expected to exceed 20 billion yuan ($3 billion). Last year, there were 250 million Chinese gamers, and the figure is projected to rise to 300 million by 2020.