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Chinese Gaming Curbs Leave E-Sports Stars Fearing For Their Futures

Directive to cut gaming hours to three a week for teenagers puts a black cloud over one of the fastest-growing – and most lucrative – sports in China


China has approved a batch of 70 new video games.
The China Game Industry Group Committee said that the level of gaming addiction has been reduced among people under 18, after they were restricted from playing games for more than three hours a week. This image was taken on September 3, 2021 by Aly Song for Reuters.

 

In glass-panelled conference rooms, members of the Shanghai-based e-sports team Rogue Warriors tap away at their phones as they train from 11am until late, occasionally breaking for food.

“I spend 15 of 24 hours a day playing video games,” says 19-year-old Zhang Kaifeng, who plays Tencent Holdings’s online battle arena game Arena of Valor professionally, adding that the long hours are necessary to remain competitive.

China is the world’s biggest esports market with an estimated 5,000-plus teams, but the government’s tough new rules aimed at curbing gaming addiction are set to make careers like Zhang’s hard to emulate.

Provoking an outcry from many Chinese teens, the changes task gaming companies with limiting online games for under-18s to just three hours a week. Even before the changes, minors were restricted to 1.5 hours on weekdays and three hours on weekends.

 

Chances Killed

Top esports players are typically discovered in their teens and retire in their mid-20s, and experts compare the intensity of their training to that of Olympic gymnasts and divers. One of the world’s most well-known players of Riot Games’ League of Legends, Wu Hanwei, also known as Xiye, began playing at 14 and joined a club at 16.

“The new regulations almost kill young people’s chances of becoming professional e-sports players,” said Chen Jiang, associate professor at Peking University’s School of Electronics Engineering and Computer Science.

In doing so, the rules also undermine the big business of e-sports in China, where tournaments are often played in billion-dollar stadiums and live-streamed to many more. Chinese e-sport fans are estimated to number more than 400 million, according to the state-run People’s Daily, while the domestic e-sports market was worth about 147 billion yuan ($23bn) last year, says Chinese consultancy iResearch.

Rogue Warriors, a club of 90 gamers who train in a three-floor building that includes dorms and a canteen, declined to comment on the expected impact of the new rules.

 

Gaming Companies 

An executive at another major Chinese club said the new rules will mean many talented people will miss out on being discovered.

“The real top players are usually gifted and don’t necessarily play long hours before joining the club. Others can be very good eventually but they need a lot of practice to get there,” said the executive, who declined to be named citing the sensitivity of the issue.

The new rules are not laws per se that punish individuals but place the onus on gaming companies, which will be compelled to require logins with real names and national ID numbers. Experts note that determined Chinese teenagers can still circumvent the rules if they have their parents’ support and are able to use adult logins.

Chinese authorities have not addressed the impact of the new rules on the esports industry, but Chen at Peking University said they have the leeway to grant some young esports players exemptions.

“The country can still introduce corresponding policies,” he said.

 

  • Reuters

 

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Mark McCord

Mark McCord is a financial journalist with more than three decades experience writing and editing at global news wires including Bloomberg and AFP, as well as daily newspapers in Hong Kong, Sydney and Melbourne. He has covered some of the biggest breaking news events in recent years including the Enron scandal, the New York terrorist attacks and the Iraq War. He is based in the UK. You can tweet to Mark at @MarkMcC64371550.

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