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The Research On E-sports Industry Development In China

Posted on:2009-04-13Degree:MasterType:Thesis
Country:ChinaCandidate:T LiFull Text:PDF
GTID:2167360245959728Subject:Humanities and sociology
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The E-sports is one of newly-emerged sports, like the traditional sports, attracting billoins of participants all of the world through its own uniformity of rules and fairness of the confrontation. By the rapid development of E-sports industry , there are three biggest games in the wold, CPL, ESWC and WCG. The National Sports Bureau listed the E-sports as the 99th formal sports item in China on November 18, 2003. The E-sports industry including development,promotion and performance has been formed to take shape.Different of the sports industry in Europe and America taking place by itself, the sports industry in China has been established and promoted by the Government with the process of the planned economy to market economy , such as the Football League and the Basketball League. The E-sports industry in China had appeared in 2000, from the views of the evolution laws of the industry and the rules of innovation from competitiveness, The E-sports industry maybe produce the new sports industry forms of future in China and become the direction of development.Based on the cost of institutional arrangements ,this paper analysis of the status of the E-sports industry in China and to find constraints in institutional arrangements and discussions on the direction of the E-sports industry in the future in China to promote its development. As information technology advancing, the E-sports based on information technology gets rapid development and changes. There are full of variables and opportunities in the process of the development of The E-sports industry. Related industrial policies and regulations must also accept the test of the market. At present, at the the macro level, China's industry policy is to encourage the development of the E-sports industry, however, the specific regulations are mainly restrictive and provisions and lack of institutional arrangements to promot the industry upgrading. In addition, the management related the content of the E-sports industry has not yet promulgated, so the E-sports industry have been hindered to a certain extent. The reasons for this state of affairs are very complex. There are not only the errors of traditional understanding of the E-sports, but also the sector between the interests.Beginning eith concept of the E-sports industry, this paper analysis its classification and project settings, and analysis the cases of the relatively mature the E-sports union in the world from the perspective of institutional arrangements, then combined the background of the development of the E-sports industry in China analysis constraints of the industry such as event operation,sponsors operation,the media operation, and other related operations and policy, finally, gives rationalization proposals by the SWOT model.
Keywords/Search Tags:the E-sports industry, industrial policy, institutional arrangements
PDF Full Text Request
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