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Analysis Of Current Facts And Countermeasure Of E-sports Industry In CHINA

Posted on:2015-01-09Degree:MasterType:Thesis
Country:ChinaCandidate:Z GuoFull Text:PDF
GTID:2297330467459521Subject:Humanities and sociology
Abstract/Summary:PDF Full Text Request
E-sports is digitized sports, the traditional sports venues and equipment transferred to the new carrier, combined with advanced electronics and information technology, sports extends from the real world to the virtual world.2003Electronic Sports General Administration of Sport has been listed as the first99official sports, marking the development of e-sports embarked on the road of normalization. From the perspective of e-sports participants to see, e-sports athletes on the physical and mental qualities also made higher demands, but also embodies the spirit of sports information in another society.E-sports industry is an important part of its industrial chain involving computer hardware and software industry, telecommunications industry, media, etc., which operate electronic sports events is a core part of the whole industry chain, the convergence of hardware and software manufacturers, sponsors and other aspects, but also to maximize the economic benefits through the role of the media. At present, China has begun to take e-sports events in the international influence, but in hardware and software development, training and other aspects of the athletes there are no small short board, only to overcome these shortcomings, our country to become a true e-sports powerhouse. In recent years, the rapid development of e-sports industry without the support of government policy and the economy, but our regulators are more electronic games, there are no uniform attitude coverage loopholes and so on.This reference to recent survey reports on e-sports industry, large-scale e-sports events such as the operational status and the WCG News conducted domestic electronic games, using the literature, comparative analysis and logical analysis. First of all e-sports related concepts elaborated to determine the scope of the study e-sports industry. Then through the literature and the official website of e-sports events and other channels access to the domestic and foreign electronic games and newer developments summarized using two chapters describes the similarities and differences between domestic and international status of e-sports, focusing on the domestic e-sports industry current characteristics of development, and leads to the status quo of domestic e-sports industry SWOT analysis, analysis of the results for the proposed strategy. The main findings are as follows:1. E-sports events both public intuitive feelings platform development of e-sports industry, but also the core aspects of e-sports industry chain. At this stage of the tournament is still small-scale electronic sports, international influence is relatively small, but also in the rising phase of development, the core of the development of electronic games and video games industry is an important way to the healthy development of e-sports.2. China’s e-sports has a broad mass base, huge market potential, many electronic games industry practitioners are developed from e-sports enthusiasts, but the job opportunities of e-sports industry, not many can provide electronic professional athletics is not perfect, is not only a professional electronic sports life in the future there is no guarantee the players, electronic sports coaches, referees, the narrator’s future uncertain.3. The electronic games industry is a combination of sports, information technology, entertainment and many other integrated industry, the industrial chain of hardware and software developers, operators, sponsors, media and other components. Development of electronic games industry in our country has begun to race track, with some international standards, but in the presence of hardware and software development is not a small or short board, our e-sports to become a powerhouse on the need to overcome the disadvantage of a short board.4. The role of the media in the industrial development of electronic games can not be overlooked, in public acceptance of e-sports industry is low, electronic games industry in large part because low tide is the traditional media did not make the proper guidance to the public. With the development of online media, the media has been played by the positive publicity by e-sports industry, but also the electronic games industry chain will be an important part of maximizing economic benefits.5. China’s e-sports industry by the State Sports General Administration and the Ministry of Culture and other multi-sectoral joint supervision, disagreement exists in the history of the case, there are not completely covered by the regulatory situation, but in recent years, the government’s point of view of investment and policy support relevant government departments to actively promote the rapid development of e-sports industry.
Keywords/Search Tags:E-sports, Sports Industry, Current Facts, Countermeasure
PDF Full Text Request
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