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Positive Stretching of Esports in the Midst of a Pandemic

GAMEFINITY.ID, Jakarta – The Covid-19 pandemic that hit the world had a negative impact on various sectors, including the world of sports. Countless competitions have been suspended or forced to be postponed. Various innovations and efforts have also been made by the relevant parties so that the world of sports and the industry continues to spin and be productive.

Esports as a sport that has grown rapidly in recent years, is believed to be one of the leading sector able to respond positively to the Covid-19 pandemic condition. Esports is even suspected to be increasingly popular and favored by the younger generation in the midst of the implementation of health protocols working and studying from home.

This surfaced in the media talk show “Esports in the Middle of a Pandemic” which was held virtually by the Indonesian Ministry of Youth and Sports together with the Indonesia Esports Premiere League (IESPL) on Tuesday (4/8).

Present as a speaker were the Secretary of the Ministry of Youth and Sports – Gatot S. Dewa Broto, President of IESPL who is also the Chief Executive of the 2021 Menpora Esports Cup Axis – Giring Ganesha, Group Head of Jabo PT Xl Axiata Tbk – Francky Rinaldo Pakpahan, Brand Director of Moonton Indonesia – Aswin Atonie, and Co. – EVOS Founder – Hartman Harris.

Gatot S. Dewa Broto said the pandemic conditions had caused the sports industry, both in Indonesia and in other countries, to experience a vacuum of activity. However, this is precisely the opposite of Esports which is getting more and more stretched. “Sport is one of the lines that has been severely impacted by Covid-19. But for esports, it turns out that the existence and enthusiasm is still high because esports can be played with an enthusiastic audience or without an audience. This is what makes us continue to fully support esports,” said Gatot.

This is reinforced based on data owned by Axis as an internet service provider in Indonesia. According to Jabo Group Head PT Xl Axiata Tbk Francky Rinaldo, there has been a very significant growth in internet use during the pandemic.

“From the data from Axis, which is the XL Axiata group, data needs have increased sharply from normal conditions. There was a nearly 20% increase in traffic before the pandemic. Obviously this is a challenge for us to improve our services even better at an affordable price so that more and more people are involved in esports,” explained Francky.

The same thing was expressed by the Brand Director of Moonton Indonesia, Aswin Atoni. Developer and publisher games Mobile Legends also explained that there had been a significant increase in game users since the Covid-19 pandemic hit Indonesia. “We can see, in a pandemic situation, many people are stay at home so that they can do positive things, one of which is by honing their playing skills games. So we admit that the increase is quite sharp from last March,” said Aswin.

Meanwhile, EVOS Co-Founder Hartman Harris said these positive indications from the esports industry side must also be accompanied by rolling out various tiered and structured competition platforms. This is important so that not only from the industry side, but from the ecosystem side, it is also able to produce young Indonesian esports athletes who excel.

“For that we are very grateful that the government provides great support for the development of esports in Indonesia so that we as players in the esports industry can be more confident in building the esports ecosystem in Indonesia,” Hartman added.

Menpora Esports Cup 2021 Axis

Responding to this, Gatot S. Dewa Broto said the Ministry of Youth and Sports has thought of various efforts in developing positive esports in Indonesia. In the near future, the Ministry of Youth and Sports together with IESPL will hold the Menpora Esports 2021 Axis Cup as a forum for esports competitions which are participated by student groups.

“The 2021 Menpora Esports Cup initiated by Minister Zainudin Amali is a form of implementation of the government’s support for the progress of esports in Indonesia. The message from this activity is very clear, namely the government will always support sports that have talent and will be able to make the nation proud,” said Gatot S. Dewa Broto.

In holding the 2021 Axis Menpora Esports Cup, Kemenpora partnered with the Indonesia Esports Premiere League (IESPL). Giring Ganesha as the Chief Executive of the 2021 Menpora Esports Cup said this competition was specifically intended to attract young Indonesian esports talents. With pandemic conditions and following health protocols, the entire series of Menpora Esports Cup 2021 will be held privately on line.

“I thank Mr. Menpora for his trust in being appointed as the organizer of the 2021 Menpora Esports Cup. From many discussions, I know that Mr. Menpora is very supportive of the progress of Indonesian esports. The Minister of Youth and Sports emphasized that this activity must be carried out with three elements, namely looking for new seeds, holding safe matches in the midst of a pandemic and continuing to socialize the dangers of Covid-19. This will be our benchmark in organizing the 2021 Menpora Esports Cup,” said Giring Ganesha.

Menpora Esports Cup 2021 Axis is an esports competition that is the result of a collaboration between the Ministry of Youth and Sports, IESPL, and AXIS. Aiming to produce young talents, this competition targets the younger generation who are still in junior high, high school and university. It is targeted that this competition will be participated by more than 10,000 athletes who are members of 2,048 esports teams. They will fight to defend the name of their respective educational institutions and compete for the title of champion.

Menpora Esports Cup 2021 Axis will compete with Mobile Legends: Bang Bang which is a game made by Moonton that carries the MOBA genre. In this game, players will compete 5 vs 5 in the 2021 Axis Menpora Esports Cup.

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