E-sports is a form of "competition" using video games. It is a human-to-human intellectual confrontation with electronic equipment as sports equipment. Through sports, participants' thinking ability, reaction ability, coordination ability of mind, eyes, limbs and willpower can be exercised and improved, and the team spirit can be cultivated.
E-sports has two basic characteristics, namely, electronics and competition. "Electronics" is the way and means, which refers that the sport is carried out with the help of much hardware and software centered on information technology, as well as the environment created by it, which is similar to the traditional sports equipment and venues. In e-sports,"equipment" is based on information technology, which is also the difference between e-sports and traditional sports. "Competition" refers to the essential characteristics of sports, that is, confrontation. The core of e-sports is confrontation and competition. In addition, e-sports defers online games in that it belongs to sports in a virtual environment created by information technology, which is a intellectual and physical confrontation between people that needs to fight it out with clear and unified rules of competition, strict time and round constraints.
National policies support the development of e-sports industry. In October 2016, the State Council issued the Guiding Opinions on Accelerating the Development of Healthy Leisure Industry, proposing to promote the healthy development of e-sports and cultivate relevant markets. In April 2016, the National Development and Reform Commission issued the Notice on Printing of Distributing the Action Plan for Promoting Consumption-Driven Transformation and Upgrading, which clearly pointed out that “to carry out e-sports games and recreation events, strengthen organization, coordination and supervision, and organize national or international e-sports games and recreation events with enterprises as the main body, on the condition that intellectual property is well protected and young people are well guided”. In September 2016, Opinions on Promoting the Transformation and Upgrading of the Cultural and Entertainment Industry of the Ministry of Culture (now the Ministry of Culture and Tourism) proposed to encourage the construction of e-sports venues, support regional, national and even international e-sports events, guide and support the integration of various e-sports and game and entertainment industries. In September 2016, the Major Catalogue of Higher Vocational Education (Junior College) in Regular Institutions of Higher Education issued by Ministry of Education added the major of "e-sports athletics and management".
In 2003, the General Administration of Sports of China listed e-sports as the 99th athletic event; in 2011, it was approved to be the 78th official sports competition; in March 2013, the General Administration of Sports decided to set up an e-sports national team; in 2016, the Ministry of Education listed e-sports athletics and management as a supplementary major for college education; in 2018, it became the Jakarta Asian Games performance event. Today, the 19th 2022 Asian Games in Hangzhou will include e-sports as a formal sport event. The cultural card of Chinese e-sports will also begin to go global.
After the alliance with the traditional sports grand event, the e-sports also ushers in a new route. Behind it is the rapidly expanding e-sports market, and the future value scale of e-sports industry is immeasurable. The scale of China's e-sports market reached RMB 65.5 billion in 2017. From January to June 2018, the actual sales revenue of China's e-sports game market was RMB 41.79 billion, a year-on-year increase of 16.1%. It is expected that the scale of e-sports industry will exceed RMB 88 billion in 2018.
At present, there are nearly 100 enterprises involving in e-sports software development, e-sports personnel training and e-sports venue management in Jilin Province. In 2017, the revenue of e-sports industry was estimated to be RMB 1 billion, which has huge market space and consumption demand.
Consumption demand is a lasting driving force for economic growth. In 2018, JCICL conforms to the social development, seizes the market opportunity, and funds the establishment of Jilin Province E-Sports Co., Ltd., formally entering the e-sports industry.
Jilin Province E-sports Sports Co., Ltd., focusing on the business scope of network technology development, software design, game software development, large-scale sports activities organization and planning, sports competitive services, e-commerce platform technology development and operation, has deeply tapped the potential demand and market opportunities of the industry, and created a diversified development format in this industry. It will work hand in hand with well-known game live broadcasting platforms in China, such as Huya Live, Douyu Live, Longzhu Live, Panda Live, Zhanqi Live, Huomao Live, Chushou Live, Zhangyu Live, etc., to create an e-sports business model with game content as the core, expand towards diversification, and create online and offline activities. In addition, it will assist the Jilin Province Sports Federation to train more excellent e-sports athletes, hold academic exchanges and professional competitions in the industry, improve the level of e-sports in Jilin, inject new vitality into the development of sports in our province, and build a new engine for the economic development of Jilin Province.