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Research On The Development Of E-sports Industry In China (1996-2015)

Posted on:2016-11-22Degree:DoctorType:Dissertation
Country:ChinaCandidate:D ChenFull Text:PDF
GTID:1227330482463503Subject:Chinese history
Abstract/Summary:PDF Full Text Request
As a product of technology and cultural integration, E-sports is a kind of entertaining and intellectual combat activities under the conditions of the information age, which basis on a variety of high-tech software and hardware in high-tech science and technology and rely on fair rules. Being cultural and recreational activities with wide social attention, e-sports is very popular among those people who bora in 1980s and 1990s in China.The diverse business operations launched of e-sports makes it not only to become an important social and cultural phenomenon, but also to become an emerging industry phenomenon, which is demonstrating the multiple composite effect of culture, technology and industry. As early as November 18,2003, e-sports has been officially selected by the General Administration of the State Sports as the 99th sports item which is undertaken by Chinese. Under its influence, e-sports has been rapidly developing in China.In the overall perspective of the impact of technological changed on culture, this paper starts from the aspects of history, scoping, development environment, current development, operation mode and the value impact, and combines theory and personal reflection to explore the development of Chinese e-sports industry with the help of a variety of research methods, such as Literature research, comparative research, case studies, statistical analysis, logical deduction and so on.Removing the introduction, conclusion and references, this paper is divided into five chapters:The first chapter focus on the carding of the basic knowledge such as the history and the scoping of e-sports. As we known, the game is the original source of the e-sports, by historical investigation on the origin and evolution of game, we can analysis the development process of game from it as an individual behavior to become a social behavior. As a direct source of E-sports,video games is the birth of a new arts, along with the qualitative change of artistic vectors and expression, relying on science and technology development. As entertainment confrontation between people, E-sports is the result of the video game development to a certain product stage, and also the new forms of cultural and technical depth integration. According to previous studies,the concept of E-sports can be classified into,categorized saying, origin saying, phenomenon saying; But based on the "problem" of consciousness-oriented, it can be explained into two dimensions:the Ontological dimension and extension dimension, thus derived from cultural, virtual, public, competitive characteristics of E-sports analysis. E-sports contains extensive content, including first-person shooter games, fighting games, real-time strategy games, sports games; also including QQ Battle Against the Landowner, network chess, network Mahjong, sanguo killer. There is a natural relationship between E-sports and online games, and sports, comparing the contact and difference between the two, we can deepen our understanding of the content and features of E-sports, and also lay behind the theoretical basis for the analysis for industrial development.The second chapter is a general analysis of the current situation of China E-sports industry.With the research framework of industry life cycle theory, combining the characteristics of the industry itself, the development history of China E-sports industry is divided into four stages:budding initial stage, growth exploration stage, the outbreak of the new stage, development and maturity stage.By some representative E-sports works, figures, games, business models and other important events, the comprehensive analysis of the characteristics of the different stages of their China E-sports industry can be obtained.Macro environment constraints is the constraints of the development of E-sports industry, and also external conditions of that. Selecting PEST comprehensive analysis, the political and legal environment, economic environment, socio-cultural environment, technological environment as a starting point, the seemingly complex, integrating a variety of macro-environmental factors can be combined.It can help find opportunities and risks of the E-sports industry development and enhance rapid response capabilities and sustainable innovation and change capabilities of that. In political and legal environment, the cultural industry-related regulations and policies associated with e-sports industry is analyzed, and sports industry-related regulations and policies; In economic environment, the overall economic situation related to E-sports games industry industrial restructuring and the rise of cultural and creative economy is focused on; In social and cultural environment, the Chinese traditional culture,social and cultural changes since the reform and opening up and the impact of other relevant social factors is focused on; In technical environment, the study focuses on mobile communication technology, intelligent terminal technology, artificial intelligence, virtual reality technology, cloud computing technology.The third chapter is an analysis of Chinese E-sports industry operating conditions.Against the stakeholders of the E-sports industry, fully combing the leading party of E-sports industry (game producer, event operators, platform providers), in charge of party (Sports General Administration, Ministry of Culture, Ministry of Industry, Ministry of Education), actors (professional athletes and ordinary users), supporting parties (sponsors and media), the consideration the interests of their demands can be taken into, and analyze the behavior of their overall industrial development implemented and show the status of each. Based on current development of Chinese E-sports industry, it points out that its whole is still at a low stage of development. There is a low degree of social acceptance, rough management system, orderless industry positioning,inconspicuous business model and immature market players.The fourth chapter is to probe China E-sports industry’s business model in cultural and market integration perspectives. Under the new economic environment, and cultural ties with the market more closely, presenting in the form of increasingly diverse and complex. Born in the current age of the Internet, the history of its producing and development, and its unique cultural attributes, comparing with the previous art forms,E-sports has the natural advantage of cultural business operations. China’s E-sports itself is exotic.From the primary "foundry" system, to intermediate, "partnership", to senior "original" system, thus forming a truly influential E-sports industry, the industry depends on the fundamental support of rich cultural resources, the key reform of science and technology, the needs of digital entertainment. Based on this analysis logic and "Content-Platform-Marketing" framework, exploring the development of Chinese E-sports industry business model, it can combine with practical cases(LOL) to analyze industrial development in the new situation and new bright spot for the transformation, provide the most realistic strategic direction for the future.The fifth chapter analyzes the value and impact of China E-sports industry. On the one hand, as an important part of the cultural industry, the political, economic, cultural, social property of E-sports industry is fully reflected on the full development of the industry and a wide range participation of games players.lt not only helps enhance the country’s cultural soft power, but also bring new growth point of the national economy.By to pass the spirit of sport, to promote smart development, to promote moral education, to train aesthetic taste, it can have an impact on the society. On the other hand, through the basic qualities:"Digital Competitive", E-sports has built an unprecedented cultural space in an new format, multicultural era. By playing electronic arena in a secret way,the formed cultural value shapes the spirit of citizens. This unique cultural form is an important part of a multicultural society.With its interaction, occult and freedom of cultural consumption patterns, and the conflict of national and cultural identity and individual cultural identity keeping away the center, their cultural space to build a unique charm and vitality can be reflected.The sixth chapter focuses on the development path of China E-sports industry. China put forward the development of e-sports industry presents both localization and internationalization, specialization and popularization together, both artistic and industrial trends. It is necessary to choose their development path of science, from optimizing the policy system,rationalizing the industrial management system,implementing the cultural projects,smoothing the industry communication channels,constructing the industry value chain,and many other efforts.
Keywords/Search Tags:E-sports, Technology Transformation, Stakeholders, Business Modes, Cultural Identity
PDF Full Text Request
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