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Photo/Provided by the organizer

On April 13th, the press conference of the World Esports Championship (WEC) Asia Esports Championship (AEC) and World Esports Industry Development Conference (WEDC) was held in Chengdu. The event was organized by the International Esports Federation (IESF) and hosted by Huati Esports, co-organized by Sichuan International Conference Co., Ltd. and AG Esports Group.

During the opening speech, Mr. Liu Fumin, former director of the Economic Department of the National Sports Administration and expert advisor to the AEC organizing committee, emphasized that esports, as an emerging sports and cultural phenomenon, has become one of the most popular forms of entertainment among young people worldwide. It serves not only as a competitive sport but also as a platform for cultural exchange and creative expression.

The choice to host this event in China reflects IESF’s recognition of the country’s esports industry development and signifies a successful “breakthrough” in globalizing the Chinese esports industry. In 2023, seven esports events made their official debut at the Asian Games in Hangzhou, taking home 4 gold medals and 1 bronze, which is impressive. This success not only demonstrates China’s formidable esports prowess but also symbolizes the industry’s vibrant growth.

Mr. Boban Totovski, Secretary-General of IESF, delivered a speech on behalf of the organization. He highlighted that IESF, as the most influential international sports organization in the global esports field and recognized by the International Olympic Committee (IOC), has consistently promoting the internationalization and formalization of esports worldwide.

Photo/Provided by the organizer

The WEC Global Esports Championship, an official flagship event of IESF, played a crucial role in the AEC Asia Finals and Global Esports Industry Development Conference. This marks IESF’s debut in China and serves as a significant prelude to the “Esports Olympics” planned by the International Olympic Committee for 2025-2026. The event presents unparalleled opportunities for the global esports industry and represents a milestone in the history of international esports development.

Ms. Xu Ming, Chairwoman of Huati Esports, presented the overall planning report for the event. She emphasized that the WEC Global Esports Championship, having been held in over 16 countries and regions globally, has attracted millions of esports players from more than 130 countries in each event.

The Asia Esports Championship (AEC) and World Esports Industry Development Conference (WEDC), as an important part of the WEC, have currently confirmed the participation of a total of 42 Asian countries and regions, covering the main areas of Asia. There are a total of 6 competition events, including DOTA2, PUBG Mobile, CS2, CS2 Women's Tournament, MLBB, and MLBB Women's Tournament. It has the most registered countries, the highest number of participants, and is the most widely followed ever.

From its humble beginnings as a niche hobby, esports has evolved into a global phenomenon with hundreds of millions of players. It serves as a bridge connecting different cultures, nations, and age groups. Crossing language and geographical boundaries, esports allows people worldwide to exchange ideas and share their passion within virtual arenas. According to PwC’s “2022-2026 Global Entertainment and Media Outlook”, China is the largest market for electronic games and esports globally, with estimated total revenues reaching $94.6 billion by 2021, growing at a compound annual growth rate of 11.3%. This immense market size positions esports as a core driving force in China’s digital economy development.

Photo/provided by the organizer

In summary, the AEC Asia Finals and Global Esports Industry Development Conference in China marks a significant milestone for both IESF and the global esports community, setting the stage for a new chapter in the history of international esports.

Editor: Alexander