原标题:打破次元壁!CGTN邹悦专访RNG小虎:“偏激”少年的黄金时代
Wake up at 1 p.m。, start training, take a short break at 7 p.m。, and then continue training till 3 a.m。 or 5 a.m。 the next morning。 This is the daily routine for Li Yuanhao, a professional video gamer, a new type of job that didn‘t exist 10 years ago。
下午一点起床开始训练,晚上七点短暂休息,然后继续训练直到第二天凌晨的三点或五点,这就是李元浩每天的日常。他还有一个更为人熟知的名字,RNG.Xiaohu。
他是中国最知名的职业电子竞技选手之一,也是中国战队皇族电子竞技俱乐部(RNG)的现任队长。
“I started playing video games when I was five,”Li recalled,“I found I can easily get a better score than others。”
“我从五岁就开始打游戏了”,李元浩回忆道,“我发现我玩每一个游戏的时候,都比常人玩得好。”
In 2012, he began to play LoL, or League of Legends, one of the world‘s most popular video games, released by American company Riot Games in 2009。 The next year, he became one of the game’s top-rated players in China。
2012年,他接触到了世界上最受欢迎的游戏之一,英雄联盟(LOL)。第二年,李元浩就成为了中国排名最高的玩家之一。
《英雄联盟》是一款多人竞技类游戏,由美国拳头游戏(Riot Games)于2009年开发,在世界上拥有数以亿计的玩家和三大世界级电竞赛事季中冠军赛、全球总决赛以及All Star全明星赛。2018年,《英雄联盟》作为表演项目登上雅加达亚运会。
“It was then I realized I can make a living out of gaming,”the 21-year-old told CGTN。“在那个时候我就意识到了,我是有打职业的天赋的,”这位21岁的队长告诉CGTN。
But the decision to drop out of school to play games was quickly met with fierce opposition from his parents, who viewed it as a bizarre lifestyle, especially for Li, who was 16-years-old at the time。
然而,辍学并成为一名英雄联盟职业选手并非易事,他很快就遭到了来自父母的强烈反对。在他们看来,这样的决定对刚满16岁的李元浩来说,实在匪夷所思。
To persuade his parents, the young teen made a bold move。 He ran away from home for two months to prove he could live on his own– an act he now calls“a bit extreme。” Eventually, he joined a professional team in 2014 and began his gaming career。
为了成功说服父母,李元浩一举惊人——他离家出走了。他在外面一直住了两个月,来证明自己已经可以独立生活。回忆到当年的义无反顾,如今功成名就的李元浩评价道“有一点偏激”。但是最终,他如愿在2014年成为了职业战队的一员,开启了自己的电竞生涯。
Five years after that, Li became a LoL pro player for RNG(Royal Never Give Up), a video game club in China。 Furthermore, he and his team members, together with gamers from two other pro teams, FunPlus Phoenix and Invictus Gaming– which won the 2018 League of Legends World Championship– are representing China in the 2019 LoL World Championship held in Europe。 Known as Xiaohu among gamers, Li is familiar amongLoL fans。 And his parents‘ view towards his career path has now changed。
五年后,曾经的李元浩变成了电竞圈里的“虎帝”——Xiaohu。作为中国电竞战队RNG中的一员,目前Xiaohu正和队友们一起出征欧洲,参加2019英雄联盟全球总决赛。
同时参赛的还有另外两只中国战队,分别为趣加电子竞技俱乐部(FPX FunPlusPhoenix)和Invictus Gaming(IG)。其中,IG去年在韩国仁川举办的英雄联盟S8全球总决赛上一举夺冠,为中国拿到了第一个全球总决赛的冠军。
这样的Xiaohu,也转变了父母对这份职业的偏见与看法。
“They never miss any competition I attend。 Sometimes, they play video games themselves when they‘re tired,” said Li。
“比赛的话他们基本上每场都会看,有什么大型比赛也会来现场。他们现在也经常自己在电脑上玩些游戏来缓解一下自己的疲劳。”The story of Li Yuanhao comes with the boom of e-sports in the past decade。 As a branch of video game culture, e-sports refers to a multiplayer video game played competitively for spectators, most by professional gamers。 The industry of e-sports though, started quite early with the first video game competition“the Spacewar” held at Stanford University in 1972。 Since then, it has gone through tremendous growth until late 2000s and early 2010s, thanks in-part to the popularity of online streaming services。
李元浩觉得自己是幸运的,他赶上了过去十年电竞行业发展的风口。
电子竞技
电子竞技(Electronic Sports)即电子游戏比赛达到“竞技”层面的体育项目。比赛中,多位职业选手组成团队,利用高科技软硬件设备作为运动器械,进行人与人之间的智力对抗运动。
1972年,世界首场“太空战争(Spacewar)”射击游戏电竞比赛在美国斯坦福大学举行。从那之后,电竞行业在发展的路上蜿蜒前行,并在2010年前后,在网络直播的助推下,呈现出井喷式发展,迅速走进主流视野。
A report by Tencent, China‘s largest gaming company, suggests there were 390 million esports users worldwide in 2017。 China alone accounts for more than 64 percent。
企鹅智酷、腾讯电竞与《电子竞技》杂志联合发布的《2018年中国电竞运动行业发展报告》数据显示,2017年,中国电竞市场规模突破50亿;中国用户规模达到2.5亿,占全球总用户数3.9亿的64%。
The growth shows no signs of slowing。 Market research firm Newzoo estimates that global e-sports economy will top 1 billion U.S。 dollars for the first time in 2019, with a year-on-year growth of more than 26.7 percent, and it is expected to reach 1.8 billion U.S。 dollars by 2022; 3.2 billion U.S。 dollars is a more optimistic projection。 Meanwhile, thanks to its huge fan base, China is expected to generate revenues of 210.3 million U.S。 dollars in 2019, overtaking Western Europe as the second-largest region in terms of revenue, just after North America, with an estimated 409.1 million U.S。 dollars。
这还远不是这个行业巅峰。据Newzoo预测,2019年,全球电子竞技收入预计将首次突破10亿美元,同比增长26.7%。到2022年,全球电子竞技游戏收入将达到18亿美元。并且,在乐观预期下,甚至可能达到32亿美元的高度。其中,中国将会产生2.1亿美元的收入,超越西欧,成为继北美4.1亿美元之后世界排名第二的电竞市场。
“I would say e-sports is the fastest growing business in China,” says Leo Lin, co-CEO of TJ Sports, a joint venture between Riot Games and Tencent, which operates the professional LoL competitions in China。
“电竞已成为中国发展最快的的行业,”腾讯与拳头游戏成立的合资公司腾竞体育(TJ Sports)联席CEO林松说道。
All this number and rising players tell a simple story: After years of isolation, e-sports is finally emerging from its niche。
自2016年以来,大批新用户、国际赛事和爆款游戏争相出现,电竞在中国迎来了黄金时代。就像“中国电竞第一人”李晓峰Sky曾说的,“无数次在幻想的这一刻,终于开始了”。
后记:
10月12日,2019英雄联盟全球总决赛小组赛首日战开打。李元浩(Xiaohu)所在的中国战队皇族电子竞技俱乐部(RNG)顺利取胜,拿下开门红,但是在10月13日的比赛中鏖战42分钟不敌三届全球总决赛冠军SKT,遗憾落败。小组赛刚刚开始,我们也预祝代表中国出站的三支队伍能够在本次全球总决赛上再创辉煌。
责任编辑:张义凌