一個(gè)電競(jìng)比賽主要組織者對(duì)路透社說(shuō),電子競(jìng)技并不像寵物小精靈(Pokemon)一樣會(huì)曇花一現(xiàn),而是注定長(zhǎng)久存在的。
Jan Pommer, the head of Team and Federation relations at Electronic Sports League, said esports were played by over 400 million people worldwide.
電子競(jìng)技聯(lián)盟(ESL)的隊(duì)伍和聯(lián)盟關(guān)系主管Jan Pommer表示電子競(jìng)技在全世界范圍內(nèi)有4億人參與。
According to Pommer, the competitive side of gaming is a deeply rooted in the culture of younger generations and traditional media outlets are now covering it.
據(jù)Pommer所說(shuō),現(xiàn)在游戲的競(jìng)技性已經(jīng)深深扎根到了年輕一代人的文化中,而傳統(tǒng)的媒體也開(kāi)始對(duì)電子競(jìng)技進(jìn)行相關(guān)報(bào)道。
"It is not a hype or something that goes away after two or three years like Pokemon," Pommer said ahead of the FIFA eClub World Cup, which is taking place in Paris this weekend.
本周末將會(huì)在法國(guó)巴黎舉辦FIFA電子俱樂(lè)部世界杯,在這次比賽前Pommer說(shuō):“電子競(jìng)技不是那種被吹得天花亂墜的東西或者像寵物小精靈那樣的火個(gè)兩三年就銷(xiāo)聲匿跡的東西。”
"Pokemon obviously is still around but it has only been a phenomenon for a small period of time," he added, referring to the popular media franchise spanning video games, animated television shows and movies, comic books and toys.
當(dāng)談?wù)摰胶w電子游戲、電視和電影動(dòng)畫(huà)節(jié)目、漫畫(huà)書(shū)和玩具的廣受歡迎的跨媒體制作時(shí),他補(bǔ)充說(shuō):“現(xiàn)在肯定還有人在玩寵物小精靈,但是它只是在一小段時(shí)間內(nèi)成為了一種現(xiàn)象級(jí)的游戲。”
The International Olympic Committee said last October that competitive esports could be considered a sporting activity.
國(guó)際奧林匹克委員會(huì)在去年10月表示具有競(jìng)技性的電子競(jìng)技可以被認(rèn)定為體育運(yùn)動(dòng)。
Esports will also be part of the 2022 Asian Games, while many professional sports teams have also set up their own ‘e-teams’ competing for national and international titles.
電子競(jìng)技還將被列入2022年杭州亞運(yùn)會(huì)的比賽項(xiàng)目,屆時(shí)會(huì)有各個(gè)職業(yè)運(yùn)動(dòng)隊(duì)建成自己的“電競(jìng)隊(duì)伍”在比賽中爭(zhēng)奪全國(guó)和國(guó)際頭銜。
While some critics say competitive gaming is not sport, Pommer says the debate is irrelevant to most gamers.
然而有一些評(píng)論家指出競(jìng)技游戲不是運(yùn)動(dòng),Pommer表示這些爭(zhēng)論和大多游戲玩家無(wú)關(guān)。
"It is called esport but most esport athletes do not care how you call it. They are having fun and they just do it," Pommer said. "It's not up to anybody to state whether it is a sport or not, not the International Olympic Committee, not a government."
“它被稱(chēng)為電子競(jìng)技,但是你怎么稱(chēng)呼它對(duì)于多數(shù)電競(jìng)選手來(lái)說(shuō)都是無(wú)所謂的。他們就是享受電子競(jìng)技帶來(lái)的樂(lè)趣,想做就做,”Pommer說(shuō)。“這輪不到任何人來(lái)規(guī)定它是否是一項(xiàng)運(yùn)動(dòng),包括國(guó)際奧林匹克委員會(huì)和政府在內(nèi)。”
Yet Pommer said there were similarities with sports.
不過(guò)Pommer也承認(rèn)電子競(jìng)技和體育運(yùn)動(dòng)有很多相似之處。
"You need good eye and hand coordination," he said. "It's somehow similar to pistol shooting or chess as the brain is important. There are good reasons to call it sports."
“你需要有很好的手眼協(xié)調(diào)能力,”他說(shuō)。“這從某些方面和射擊還有象棋很像,大腦都是重點(diǎn)。所以有很好的理由稱(chēng)之為運(yùn)動(dòng)。”
Pommer said that about 150 million people were playing esports at a high level and 2.2 billion were 'gaming'. The average age of the gaming community also meant that the popularity of esports was likely to grow.
Pommer說(shuō)全球大概有1.5億參加電子競(jìng)技的人有著高水準(zhǔn),而其他的22億人只是普通的玩家。游戲玩家的平均年齡也意味著電子競(jìng)技的受歡迎度可能一直在增加。
"The number of esport enthusiasts is growing by 10 percent every year," he said."About 80 percent of people following esport or playing are younger than 35. It's something for the younger generations."You can follow it on Twitter, YouTube, Facebook and most importantly on Twitch (the world's leading video platform and community for gamers)."At the same time, more and more TV stations, like ESPN, are embracing it because they understand that it is one way to gain those young people who don't use the TV on a daily basis."
“電子競(jìng)技愛(ài)好者的數(shù)量每年增長(zhǎng)10%,”他說(shuō)。“大約80%關(guān)注或參與到其中的人都不到35歲。電子競(jìng)技對(duì)年輕一代來(lái)說(shuō)很重要。你可以在推特、油管、臉書(shū)還有最主要的Twitch上關(guān)注電子競(jìng)技的相關(guān)信息。與此同時(shí),像ESPN一樣越來(lái)越多的電視臺(tái)都開(kāi)始放送圍繞電子競(jìng)技的節(jié)目,因?yàn)樗麄冎?,這是一個(gè)收獲平時(shí)不看電視的年輕觀眾的方式。”
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