BEIJING, Sept. 10, 2020/ CNW/– The 15th China Beijing International Cultural Market Exposition (ICIE) and the China Cultural Market Development Online forum was kept in Beijing on September 5. The forum, with the tagline “Cultural Coexistence and Industrial Combination for a Brilliant and Shared Future– High-Quality Development of China’s Cultural Industry in the Post-Covid-19 Age”, featured a round-table discussion themed “New Cultural Intake in the post-Epidemic Period”. Ruby Wang, senior vice president & representative of Perfect World and chairperson of Perfect World Education, took part in the event.

Wang said that the cultural consumption in the post-epidemic period, like other types of usage, requires to be examined in conjunction with the basic patterns influencing both the domestic and global economic cycles. “On one hand, brand-new practices that have actually developed around the cultural usage throughout the epidemic are expected to become the standard,” Wang stated. “On the other hand, financial ‘internal circulation’ will develop a market that demands more premium cultural items, which will bring more chances for culture industry in the future.”

The e-sports market has actually proliferated over the past 2 years. The reward pool of the International DOTA 2 Champions (TI10) now has broken the US$ 35 million mark, surpassing the US$ 34.33 million for TI9 last year and when again setting a new record in regards to the quantity and speed of the crowdfunding for a single e-sports competitors.

However, the industry still requires to be seen reasonably and objectively. As Wang further described, the e-sports industry today is dealing with 2 challenges as a result of the rapid development, which are skill lack; and the younger generation’s doubt prior to taking the brand name new career.

” It is necessary to develop a sound education and training system,” Wang suggested, adding that a pilot program consisted of an Education Certificate plus Numerous Occupation Skill Level Certificates (the 1+ X Certificates Pilot System) is useful in training more expert talents for e-sports and digital cultural and imaginative industry.

The program was introduced by China’s State Council in January 2019.

Wang also noted that as a natural information base, e-sports integrates with new technologies such as 5G and Artificial Intelligence. Driven by new innovations, AI competitors will be introduced for typical players, in which AR/VR is utilized to create immersive experience. In the future virtual studios will likewise be developed, and virtual anchors will enjoy games and supply the discussion for players, which will bring e-sports sector a larger market and more advancement opportunities.

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