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THE ESPORTS ADVOCATE

Former Chinese Government Esports Head Removed From Communist Party

Gou Zhongwen has been expelled from the Communist Party of China and public office for corruption.

James FudgeTobias SeckbyJames FudgeandTobias Seck
December 14, 2024
in Money, People
Reading Time: 2 mins read
Former head of esports removed from public officer for corruption Image credit CCP

Former head of esports removed from public officer for corruption. Image credit: CCP

On Dec. 12, the Communist Party of China‘s Central Commission for Discipline Inspection (CCDI) announced that 67-year-old Gou Zhongwen had been expelled from the party and dismissed from public office for several severe disciplinary and legal violations, including corruption, abuse of power, and dereliction of duty during his time as the minister of the Chinese General Administration of Sport from 2016-2022.

“After investigation, Gou Zhongwen’s behavior severely damaged the political ecosystem of Chinese sports, and caused huge economic loss,” CCDI stated in a release.

Gou was also the president of the Chinese Olympic Committee, and executive chairman of the Operation Committee of the Beijing 2022 Olympic Winter Games and Paralympic Games. He also served as the Deputy Secretary of Beijing Municipal Committee in 2016.

The affiliation of China’s esports has become an invisible issue in China since the industry became more and more popular in China. Technically, China Esports belongs to the General Administration of Sport due to esports being named China’s 99th official sport and the 78th official sport in 2008 by the General Administration. However, the upstream of esports are game publishers and games, which are under the National Press and Publication Administration (NPPA)’s jurisdiction, the department directly under the Publicity Department of China. NPPA is widely known as the department that controls game approvals in the country.

When China fully applied the toughest anti-game-addiction regulation by NPPA in 2021 that limited people under 18 years old to only play three hours a week in China, the Chinese esports industry was also affected as all Chinese esports registered players had to be over the age of 18 years old. Other sports athletes in China do not have age limits, nor are there age limits for esports players in Europe, Russia, and the U.S. (though cooperation with a legal guardian is required as some jurisdictions assert that minors can not enter into legally binding contracts). The General Administration of Sports, under the leadership of Gou could have had the power to improve the situation.

Sources close to China’s sports industry told The Esports Advocate that Gou was generally not considered a supporter, advocate or believer in esports.

Tags: ChinaCommunist PartyEsports
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James Fudge

James Fudge

With a career spanning over two decades in the esports and gaming journalism landscape, James Fudge stands as a seasoned veteran and a pivotal figure in the evolution of esports media. His journey began in 1997 at Game-Wire / Avault, where he curated gaming and community news, laying the groundwork for his expertise in the field. In his more recent roles, James cemented his status as an authority in the esports business sphere as Senior Editor Esports at Sports Business Journal and The Esports Observer between 2018 and 2021.

Tobias Seck

Tobias Seck

Tobias Seck is a journalist and business analyst who spent more than seven years at The Esports Observer (TEO) as a business analyst. He was one of the first employees of the publication, having joined in 2015. In October 2018 he shifted to the role of business analyst and journalist, writing analysis and helping fellow TEO writers understand the world of finance as a supplemental editor when needed. He continued in that role when TEO was rolled into Sports Business Journal (SBJ), where he worked until February 2023.

The Esports Advocate

The Esports Advocate, your premier destination for in-depth and authoritative coverage of the esports business and finance landscape created to empower esports stakeholders with the knowledge and information needed to do business in the world of esports successfully.

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