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Chinese club AG.AL wins 2026 Esports World Cup as Macron hands over the trophy, 25 years after China’s first esports gold_我的网站

金陵十三钗

A |     AI摘要      永安龙岭社区组建“花甲护士”服务队,18名退休医护结对帮扶高龄独居老人,提供健康监测、陪护及生活代办等服务,并配套积分激励,已惠及61位老人。         “我身体不舒服,或是遇上难事,志愿者都会第一时间赶过来,帮我测血压、陪我聊天。    

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."
。”近日,说起社区“花甲护士”服务队的暖心服务,永安市燕南街道龙岭社区龙岭新村86岁的独居老人兰洪柳笑意盈盈。

B |     这支“花甲护士”服务队于去年10月组建,由18名年龄在60至70岁的退休医护人员组成,依托自身专业优势,为辖区80岁以上高龄独居老人提供定向结对帮扶。

C | 平日里,他们联合网格员、楼栋邻里代表组成服务小队,随身携带血压仪与便民护理物资,分片区开展网格巡查,同步提供健康监测、日常陪护、生活代办等专项服务。    7日清晨,“花甲护士”赖淑珍像往常一样敲开了独居老人陈奶奶的房门。进门后,赖淑珍为陈奶奶测量血压,发现血压数值明显偏高。

D | 仔细询问后才得知,老人前一晚头晕失眠,忘了按时服用降压药。

E | 赖淑珍当即帮老人分装好各类药物,手写服药提醒贴在药盒外侧,又叮嘱了日常饮食与作息的注意事项。

F |     做完基础健康检查,她又陪着陈奶奶坐到沙发上闲话家常,倾听老人平日的烦心事。闲谈中,陈奶奶提起家里水管轻微渗水,自己年纪大了无力处理。赖淑珍当即通过社区“邻里守望”联络群联系修理师傅上门维修,维修结束后还帮忙清理地面积水。    临走前,赖淑珍宽慰老人:“我们每天都会在楼栋网格巡查,不管是身体不舒服,还是缺东西、心里闷得慌,你随时开口求助,我们马上就过来。”     为激发“花甲护士”的志愿活力,社区配套出台了积分激励制度,帮扶高龄独居老人可享受双倍积分:日常上门照料单次积15分,处理身体不适、居家故障等突发状况单次积30分……积攒的积分可在社区爱心超市兑换米面粮油等生活用品;长期热心帮扶邻里、主动参与网格照看的家庭,还能获评“邻里守望示范户”。

G |     可这些“花甲护士”却总是说,积分是锦上添花,借着“邻里守望”这个平台,用自己积累多年的护理经验守护邻里老人,才是最踏实的幸福。

H |     据了解,“花甲护士”服务队自组建以来,累计开展健康监测166次、日常陪护照料65次,处理居家故障28次,完成生活代办服务82件,惠及辖区内61位高龄独居老人。(福建日报通讯员 黄中泉 陈秀莲)。

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Published on:10:02:43