As a human cultural phenomenon, sports can be traced back to the ancient primitive society, which is naturally produced in the development of human society. During this period, due to natural needs, the content and way of "sports" also belonged to human instinctive activities. In order to survive, people do a lot of fishing and hunting in the jungle to ensure their own safety. Such as running, jumping, climbing, swimming, throwing, loading, throwing, fighting, group hunting and so on.
This is the original form of various sports, and children imitate and learn these physical activities and skills under the guidance of adults. Having said that, I have to mention education. Education is a concept based on human nature, which cultivates people through a series of methods and makes them better adapt to the complex environment of their times.
The reason why human infancy is longer than other animals is precisely because it takes a long time for human nature to develop and mature. Only through adequate acquired education and environmental edification can people adapt to the complex social environment and be competent in all kinds of things in life, that is, people's socialization. In a sense, "sports" in primitive times only played a role in socialization and "education" for people.
A new model of sports;
Traditional competitive sports are concentrated in a few elite sports groups. Unlike this, mass sports is a sports form for the general public, with more diverse and flexible forms and more casual and convenient scenes. Therefore, the national fitness market driven by mass sports will have a broader and more diverse audience base, which will stimulate enterprises in the industrial chain to deploy sports IP layout covering all fields and fully tap the market potential.
Elite sports and competitive sports have accelerated the transformation to national sports, and innovative models have been derived. With the development of online fitness mode, the demand for large-screen linkage and multi-screen interaction is increasing, and users' fitness scenes are further enriched. Online fitness products continue to develop in the direction of multi-terminal linkage and multi-type content integration to meet the online fitness needs of users with high interactivity and multi-scenarios.