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On The Path Of E-Sports' Industrialization In China

Posted on:2009-01-05Degree:MasterType:Thesis
Country:ChinaCandidate:W WangFull Text:PDF
GTID:2167360245960518Subject:Physical Education and Training
Abstract/Summary:PDF Full Text Request
since the 2003 Electronic Sports accessed to the legitimate identity of competitive sports the industrialization of E-sports has always been in a bumpy road. This study was designed to explore the reasons of this bumpy road, and try to find a way so that the way to become flat.This research's logical beginning is our E-sports must be in the industrializational path, and based on this, firstly using the literature method, the research has combed the industrializational history and the present situation of our E-sports, and summarized several big factors restricted the industrialization of our E-sports.On the basis of historical and the present situation reviewing, this research uses the literature and the logical analytic method, the selectivly analysis the industry chain's organization constitution of our E-sports as well as various Industrial organization's function and the present situation, proposed the strategy and the method of enhancing industrial organization vigor, and further proposed the key lies in the users to cause entire industry chain's each organization to have the cooperative effect, and to reinforce industry chain itself, the user is the industry chain's lifeline of our E-sports.After analyzing and elaborating industrializational internal environment of our E-sports this research analyze the external environment (namely the social environment) of our E-sports' industrialization, holding the reason of unfavorable social environment is not to clear off the relation between the E-sports and the online games.The research believes that seeking so-called essence difference between both's is inappropriate. The most prominent difference is the standards of the former, but the latter does not have. On the basis of this the E-sports may maintain certain distance from the online games. As for improving the unfavorable social environment, this research considers that the mass media must exchange product information, provide the social identity and guide the public opinions. For the relevant provisions of our E-sports issued by China Sports Federation, This research thinks that each administrative provisions have implemented a very explicit objective: Letting the E-sports standarder and more controllable as far as possible, refining rules as far as possible, and giving prominence to the government's function.
Keywords/Search Tags:electronic sports, industrialization, industry chain, social environment, online games, standardization
PDF Full Text Request
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