Sports Newsletter
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APEC Sports Newsletter 04 March 2018 ISSUE Digital Economy X Esports Foreword / 02 APEC Economies' Policies / 03 -Overview of Current Esports Policies in Different Economies / 03 -Introduction of the Development of esports in the Republic of Korea; Malaysia; and the Netherlands / 06 Perspectives on Regional Sports Issues / 21 -Anticipation and Excitement at the 2018 Taipei Game Show / 21 -The 2018 IeSF ESports World Championship Will Take Place in Kaohsiung / 25 -Countdown to Jakarta Palembang 2018 – the 18th Asian Games / 29 -Korfball aims for the 2023 Southeast Asian Games in Cambodia / 32 -An Assembly of Olympians - The Establishment of the Chinese Taipei Olympians Association / 34 ASPN Related Events / 36 APEC Economies' Perspectives on ASPN Related Foreword Policies Regional Sports Issues Events Foreword APEC's theme for 2018 is "Harnessing Inclusive Opportunities, Embracing the Digital Future." The digital economy is an essential aspect of APEC's trade and investment facilitation action plans to promote the growth of interregional productivity, foster innovation and structural reforms, encourage the economic participation of small and medium enterprises (SME) and vulnerable groups, and support human resources development in the region. The rise of the digital economy has had a tremendous impact on all walks of life. It is a key force driving global economic development and has transformed economic and social activities and work behaviors of individuals and entire societies. Thus, the various member economies of APEC must guide and assist their citizens in preparing for this changing work environment and developing the skills necessary to meet the needs of the digital market. In recent years, the esports trend has swept the world to become a digital industry with great economic potential. The esports industry has initiated a ripple effect that extends upstream beyond its own core sporting events to spur the design and development of gaming software and bolster the computer hardware and peripherals industries, and downstream to promote the development of the live streaming, broadcasting, and online communications industries. Facilitated by advancements in communication networks, esports is an emerging sports trend that has transformed gaming from personal entertainment into a spectator sports, resulting in a huge output in tournament and event sponsorship and advertising, software/hardware and merchandising, ticket revenues, broadcasting revenues, and mini-tournaments. This edition of the newsletter contains an overview of current esports policies in different economies and summarizes the development of esports in the Republic of Korea; Malaysia; and the Netherlands. Other highlights include the report of the 2018 Taipei Game Show, the 2018 Kaohsiung IeSF World Esports Championship, the progress of the 2018 Asian Games in Indonesia, the development of korfball in Asia as well as the establishment of CTOA, an association for the Olympians of my fellow men. Meanwhile, "Perspective on Regional Sports Issues" offers insight into developments in sports in the Asia-Pacific region. Readers can learn the experiences and views of the different economies to inspire their own unlimited innovative potential and benefit from this latest digital trend. Through mutual exchange, the esports industries of different Te-Fu Lin economies will be able to open whole Director-General, new chapters in their development. Sports Administration, Ministry of Education 2 APEC Economies' Perspectives on ASPN Related Foreword Policies Regional Sports Issues Events APEC Economies' Policies Overview of Current Esports Policies in Different Economies As time progresses and the environment continues to change, people's sports and recreation preferences have reached a transitioning point. A gradual shift in people's perceptions of video games has become evident as technological advancement continues to allow for greater gaming immersion. Advancements in communications technologies also force the people and organizations involved in gaming activities to formulate new gaming definitions and prepare for new challenges. Dr. David Chen, Ph.D. Associate Professor, Graduate On 7 November 2017, a bill to amend part of the Sports Institute of Sports Pedagogy, Industry Development Act passed its third reading in the University of Taipei, Chinese Taipei Legislative Yuan. The amendments formally recognized esports as part of the sports industry. Thereafter, various levels of authority and public organizations were required to allocate funds to esports in accordance with relevant sports policies and sports development projects. The bill also made Chinese Taipei a world-leader in recognizing esports as a formal sporting event. In this study, we briefly introduce the current state of esports development in various economies. Besides Chinese Taipei, the only other economy that has passed laws and regulations recognizing esports as a formal sporting event is China. The General Administration of Sport of China announced that esports was formally listed as the 99th sporting category during the launch ceremony of the China Interactive Sports platform in 2003. Later in 2008, sporting categories were consolidated, and esports became the 78th category. However, views on esports differ in economies such as Korea; Malaysia; Italy; and the United States because of different development conditions. Esports has become a primary industry in Korea, a world leader in esports development. 3 APEC Economies' Perspectives on ASPN Related Foreword Policies Regional Sports Issues Events APEC Economies' Policies Since the launch of the World Cyber Games in 1997, esports is ranking among the top three sporting events in Korea (soccer, Go, and esports). To promote esports, the Ministry of Culture, Sports and Tourism ratified the Act on Promotion of Esports, charging the Game Content Industry Division of the Content Policy Bureau to manage and promote esports. Different from the Act of Promotion of Sports, which aims to promote conventional athletic sports, the Act on Promotion of Esports regulates government funding for esports and establishing departments in universities and institutions to foster professional athletes. Regarding academic advancement, the Chung-Ang University is the only institution that includes esports performance as an assessment criterion in its admission review process (Sorokanich, 2014). Regarding conscription, medal winners of major esporting events are still conscripted, unlike conventional sporting events, whereby athletes may be eligible for exemption once they win a medal. The United States Government has yet to provide a clear definition for esports. In the United States, esports is categorized in the technology or gaming industries rather than the sports industry. However, esports players competing in the United States may apply for the P1 visa (applicable to professional entertainers or athletes to partaking in short- term events in the United States; Tassi, 2013). In schools, the National Association of Collegiate Esports serves as the management association for college-level esporting activities in the United States. Currently, there are 56 universities that offer courses or subjects related to esports (Morrison, 2017), and over 30 universities offer scholarships for esports players (Scholarship.com, 2018). It is especially worth mentioning that Stephens College in Missouri is the first school to offer scholarships specifically for female esports players. In Malaysia, Esport Malaysia (eSM) is responsible for holding various competitive events (Chee, 2015). eSM is registered with the Sports Commissioner's Office, Ministry of Youth and Sports, in January 2015. However, Malaysia has not yet adopted its training and subsidization schemes for fostering outstanding athletes to the training of outstanding esports players. Italy's esports is promoted by the Italian Sports Federation and supervised by the Italian 4 APEC Economies' Perspectives on ASPN Related Foreword Policies Regional Sports Issues Events APEC Economies' Policies National Olympic Committee. Currently, Italy does not provide academic advancement counseling services for esports players. Conscription in Italy became voluntary in 2005. Therefore, players do not have military obligations. Notably, Micro-Star International Co., Ltd. (MSI) sponsors esports in Italy, providing technical support to The Italian Federation. Esports is an emerging trend. It is listed as a demonstration sport in the upcoming 2018 Asian Games in Jakarta, Indonesia, and it will be listed as a formal event in the 2022 Asian Games held in Hangzhou, China. There is also rising demand for esports to be listed as an Olympic event in the 2024 Olympics in Paris, France. Therefore, through the policy support and overall planning of the government, we anticipate that our esports elites may have greater opportunities to perform and win in international events. References: GNN:"Korea anticipates creating new trends in esports with the Act on Promotion of Esports," 3 January 2012. Link: http://gnn.gamer.com.tw/1/61271.html Chee, I. (2015). esports Malaysia (eSM) aims to elevate the local gaming scene. Retrieved from: http://www.hardwarezone.com.my/tech-news-esports-malaysia-esm-aims-elevate-local- gaming-scene Morrison, S.(2017). List of varsity esports programs spans North America. Retrieved from: http:// www.espn.com/esports/story/_/id/21152905/college-esports-list-varsity-esports-programs- north-america Scholarship.com. (2018). Esports