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          Gamers unite in ancient arena

          By Meng Wenjie | China Daily | Updated: 2025-08-06 07:54
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          Above: The winning team from Yunnan University holds their trophy at an e-sports tournament featuring players from China, ASEAN countries, Japan, and South Korea, held from July 24 to 27 in Guizhou. Above right: Audience members in cosplay and traditional Miao attire pose at the tournament venue. Right: Tsinghua University students compete intensely during the event. [Photo provided to China Daily]

          E-sports is evolving beyond entertainment into a career and cultural bridge, uniting young players across Asia in a historic setting.

          From July 24 to 27, the historic Qingyan Ancient Town in Guizhou buzzed with the rapid clicks of gaming mice and the cheers of college students.

          This 600-year-old fortress served as the stage for an e-sports tournament featuring Generation Z players from China, ASEAN countries, Japan, and South Korea, held alongside the Guizhou University E-Sports League series.

          As a highlight of the 2025 China-ASEAN Education Cooperation Week, the tournament brought together 23 teams from China, South Korea, and ASEAN countries to compete in the finals.

          "While Chinese players often focus on individual skills, South Korean players are known for their exceptional teamwork, clearly defined roles, and precise timing during team fights," said Zan Hao, a PhD student in applied statistics at Yunnan University.

          Despite facing tough competition and contrasting play styles, Zan's team fought hard and ultimately emerged as champions.

          Zan's story mirrors the evolution of China's e-sports scene. He started playing video games as a child and began following professional competitions in high school, a time when players would travel across the country on cheap trains, often paying out of pocket just to compete.

          Today, e-sports athletes enjoy growing recognition, though old stereotypes still linger.

          Zan recalled a moment after the finals when he and his teammates, trophy in hand, hailed a taxi. The driver said, "Video games ruin kids. The government should ban them."

          "But things are changing," Zan said. "Many universities now offer e-sports majors. Beyond becoming professional players, more young people are building careers in areas like commentary, refereeing, and other roles in the industry."

          Zan's viewpoint is backed by data. Zhao Qiaoqi, head of the Guizhou E-sports Association, pointed out that China now has 500 million registered video game users and an e-sports industry worth 200 billion yuan ($28 billion), growing annually at a rate of 5 to 10 percent.

          "E-sports has become China's third-largest sport in terms of livestreaming and rebroadcast viewership, right after soccer and basketball," Zhao said.

          With the industry's expansion and growing recognition, Zhao said he has met many young people who aspire to become e-sports stars.

          But he emphasized that e-sports is much more than just playing video games — a misunderstanding still common among both young people and their parents.

          "Becoming a professional player isn't easy — it involves rigorous training and intense competition," he said.

          Hur Jun-ha, a 25-year-old student at Honam University in South Korea, shared a similar perspective.

          Growing up in one of the world's leading e-sports nations, Hur believes that early exposure to the gaming industry is a major factor behind South Korea's success in the field.

          "Nearly 70 percent of students in South Korea, from elementary school to university, spend their after-school hours at PC bangs (gaming cafes)," he said. "But despite this widespread enthusiasm, making it to the top is like finding a needle in a haystack."

          Hur added that South Korea's e-sports scene also benefits from a mature and well-structured training system. At his university, for example, the e-sports program includes four specialized majors, covering areas such as e-sports equipment research, commentary, refereeing, and event planning.

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