Traditional Culture Encyclopedia - Hotel accommodation - What are the differences between e-sports halls and Internet cafes?
What are the differences between e-sports halls and Internet cafes?
1. Different majors.
The opening of the e-sports hall is conditional. It must have the ability to undertake, plan, guide and execute competitions, and at the same time, a group of talents who love e-sports and are proficient in e-sports games must join.
and high-profile intelligent hardware (mouse, keyboard and computer monitor) and technicians. It needs to hold its own games and keep close communication with game merchants. Conditional e-sports halls can even build their own IP. Internet cafes are just entertaining.
2. Different sense of science and technology
VR and A I technologies are the general trend. The creative technological innovation of the e-sports hall makes the public experience the ultimate, and makes the virtual game characters and environment feel realistic and immersive. The rise of "DOTA", "LOL" and "World of Warcraft" and now the so-called Jedi Survival and APEX, the trendy scientific and technological experience makes the athletes in the virtual arena, and their blood is boiling again. But Internet cafes only have ordinary entertainment functions.
Extended information:
Development:
1. Germination: The number of Internet cafes is small, which has not yet become a significant economic or social issue. In the 199s, the Internet just sprouted in Taiwan Province, followed by the emergence of online coffee shops.
Only when the network infrastructure is not yet complete, limited by bandwidth and most of the network users are business people or people with higher education, therefore, most Internet cafes at this stage only provide basic services such as information browsing and data query.
2. development period: the rapid development of internet cafes, accompanied by social problems, has aroused discussion from all walks of life: in the late 199s, internet cafes developed like mushrooms after rain, and the biggest reason behind it was the rise of online games besides the government's vigorous promotion of network infrastructure.
At this stage, most Internet cafes will provide quite a variety of online games in addition to basic Internet access services, thus attracting the attention of many young people in a short period of time, becoming the most popular leisure place for young people after MTV and KTV, and forming a new youth subculture. However. The accompanying social issues have also become the focus of endless debates among the government, families and teenagers.
3. Maturity: Up to now, standardized Internet cafes have become places for leisure activities of all social classes and ages. For example, in addition to providing Internet access and catering services, Wangyu Internet Cafe has also independently developed professional online game-related hardware and software, upgraded it layer by layer, and cooperated with upstream manufacturers in depth to hold international e-sports events, gradually developing into the largest interactive platform for national e-sports in China.
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