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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

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一 |       北京8月25日电(记者谢希瑶、黄韬铭)国务院新闻办公室25日举行新闻发布会介绍第二十六届中国国际投资贸易洽谈会有关情况。    

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."
。商务部副部长兼国际贸易谈判副代表凌激在发布会上介绍,从目前跨国公司对中国投资,以及他们近年来参加投洽会情况来分析,跨国公司对华投资新趋势概括起来有“三个转变”。

二 |   第一个转变是从“注重成本”向“注重价值”转变。

三 | 当前,外商投资中国已不仅仅看劳动力、土地这些传统要素成本,他们更关注高效的产业生态、优越的基础设施,特别是现在的绿电、算力等新型生产要素供给,以及高效的供应链体系,充满活力的创新生态和高素质的人才供给。这些优势都是跨国公司在中国发展的重要驱动力,也是他们在全球形成竞争力的重要因素。

四 |   第二个转变是从“填补空白”到“锻造实力”转变。早期跨国公司主要瞄准中国的资金和供给缺口,从引进资金、成熟技术到商业模式和管理就可以在中国较快获得成功。这些年随着中国产业发展水平提升,市场竞争日益激烈,消费应用场景的丰富和日趋多元化,越来越多跨国公司把中国作为提升其全球竞争力的“训练场”或“健身房”。“我们同很多跨国公司高管交流中,经常听到一句话,‘如果你在中国市场能取得成功,那你就能够在世界其他地方取得更大成功’。”凌激说。  第三个转变是从“独立运营”向“协同发展”转变。过去很多外资企业在华投资都是搭建自己的研发和供应链体系,依托跨国公司内部的产业生态来完成供应链的配套,所以过去很多外资企业在中国都是“大进大出”的。随着中国产业链供应链体系日趋完备和高效,现在越来越多外资企业正深度融入中国产业生态,本土化水平不断提升,与中方合作伙伴的协同发展日益加强。

五 |

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