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弗朗西斯:在中国每天都能看见活着的牲畜,实在难以适应_我的网站

来源: 新华社
06:03:28

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弗朗西斯:在中国每天都能看见活着的牲畜,实在难以适应_我的网站

偷天换日

一 |     北京时间8月26日,前NBA球员史蒂夫-弗朗西斯在播客中聊到了自己在CBA效力时经历的文化冲击。         在中国生活三个月所经历的文化冲击,让他意识到自己是时候结束篮球生涯了。    

Photo:Courtesy of AG.AL
    Photo: Courtesy of AG.ALThe 2026 Esports World Cup (EWC) concluded in Paris on Sunday local time, with Chinese esports club AG.AL (under Chengdu AG Esports Club) claiming the overall club championship. It became the first Chinese club to win the title since the tournament's launch, with French President Emmanuel Macron presenting the championship trophy.
AG.AL's victory was not decided until the final stage of the competition. In the last event, Trackmania, French player Gwen held his nerve under pressure to claim the title, helping AG.AL overtake Saudi Arabian club Team Falcons in the standings and secure the overall championship.
This victory reflects a new trend in global esports competition: competition among top clubs is no longer determined solely by one popular game or a single star player, but by a club's overall capabilities in multi-title strategy, talent development and global operations.
For AG, the title was not just a last-minute breakthrough, but the result of a global strategy that had been developed over years.
"Although the tournament itself lasted only around two months, we had been preparing for it for more than two years," Chen Longsheng (EDDY), AG.AL VP&COO, told the Global Times on Monday. He said AG began expanding its overseas esports operations around the EWC in 2024, selecting promising players from around the world and now covering more than 20 esports titles.
This multi-title strategy is also closely linked to EWC's unique competition format. Unlike traditional esports tournaments that often focus on a single major game, EWC adopts a club-based ranking system covering multiple titles, including Honor of Kings, CrossFire, and Trackmania. AG.AL competed in more than 10 events, accumulating points across different competitions before completing its comeback in the final stage, according to AG.
Chen said the format has also changed how clubs evaluate the value of different esports titles.
"From our perspective, there is no absolute distinction between major and minor titles. As long as players in a game have the ability and passion, they can help the club earn valuable points," he said.
He noted that titles such as Tekken and Trackmania may have smaller audiences compared with some mainstream esports games, but outstanding players in these fields can still become important contributors to a club's championship ambitions because they offer the same opportunity to earn crucial points.
Under this new competitive environment, esports clubs are also shifting from building teams around a single title toward developing more diverse talent systems.
However, for an esports club competing on the global stage, finding the right players is only the first step. Building a stable team among players from different countries and regions, while ensuring smooth operations at international tournaments, also tests a club's management capabilities.
"Cross-border operations involve challenges including language communication, contract arrangements, legal regulations, and player support," Chen said. "Different countries have different legal environments and salary systems, and coordinating all of these issues is actually very complicated." 
According to AG, during this year's EWC, staff members followed the teams throughout the process, from players' arrival in Paris, to training arrangements, communication with tournament organizers, post-match interviews and their departure.
"Fans see the players on stage, but behind them there are many operations staff ensuring that the entire team runs smoothly," Chen said.
AG's own development journey also reflects the changes that have taken place in China's esports industry over the past two decades.
In 2001, AG's predecessor won the StarCraft title at the World Cyber Games (WCG) Grand Finals, earning China's first world-level esports gold medal. Twenty-five years later, AG once again reached the top of an international competition. But the way esports is contested has changed dramatically - from battles centered around individual games to competition among global clubs based on talent, operations, and broader ecosystems.
"Over the past two decades, Chinese esports have gradually moved beyond the era when success depended mainly on individual players or a single game title, and developed into a more mature ecosystem involving clubs, professional leagues, content creation, commercial partnerships, and international exchanges," Shanghai-based esports commentator Natto told the Global Times on Monday.
According to Natto, the growing international presence of Chinese esports clubs also reflects a broader change in how the industry views overseas markets.
"Going global is not only about sending teams abroad to compete," Natto said. "It also means understanding different audiences, building communication channels and allowing more people to see the diversity of Chinese esports."

二 |          “我确实去过中国,待了三四个月。就在那段时间,我明白了,如果要过那样的生活,我就必须放弃篮球。

三 | 我实在无法接受,自己日常要吃的食物,就那样从眼前经过,还有当地人处理食材的方式。这对我来说完全难以适应。

四 | ”          “这就是文化冲击。试想一辆卡车就停在你身旁,你每天都能看见猪、鸡这类牲畜。

五 | 这景象我实在看不下去。我觉得这笔钱,并不值得我做出这样的牺牲。那段日子确实很难熬,我没办法以那样的状态在那边生活下去。

六 | ”          弗朗西斯在2010年11月短暂加盟CBA北京队,出战4场比赛。

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Published on:09:32:23


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