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The Research On The Current Situation And Strategy Of Mobile E-sports Communication In China

Posted on:2019-01-04Degree:MasterType:Thesis
Country:ChinaCandidate:X ZhangFull Text:PDF
GTID:2417330563494770Subject:Press and Communication
Abstract/Summary:PDF Full Text Request
China’s mobile e-sports started in 2015.After two years of rapid development,under the thrust of the vigorous development of mobile games,medium and heavy mobile games with competitive colors have gradually been accepted by the majority of players.According to App Annie’s APP revenue data from the market data analysis center,only in the second half of 2017,the global mobile e-sports market reached US$1.22 billion,and the mobile e-sports market in Asia is performing well.Up to 870 million U.S.dollars,accounting for 66% of the global share.The development of mobile gaming affects the change of the game structure in China,and at the same time it has driven a number of pillar industries with mobile gaming as the core.This article takes mobile e-sports as the research object,and analyzes the phenomenon-level mobile e-sports game “The Glory of the King” as a case.It uses data analysis methods and case study methods to analyze mobile e-sports games from the perspective of communication science.the study.The mobile e-sports campaign is an adversarial video game campaign under the unified competition rules with mobile communications and the Internet as carriers.Through analysis,this article holds that mobile e-sports games have features such as low equipment access threshold,fragmented usage time,and strong social attributes.After analyzing and arranging a large amount of data related to its environment,audience,and content,the following conclusions have been drawn: From the perspective of the communication environment,the cultural communication environment of China’s mobile e-sports is gradually moving in a multi-layered direction.This is mainly manifested as a multi-dimensional cultural industry integrating social attributes,entertainment attributes,and participatory culture;the public opinion environment has also undergone a severe "one-sided type of criticism," and has gradually evolved to the present day’s positive treatment of mobile e-sports.Negative effects;coupled with China’s policy support for mobile eSports,China’s mobile e-sports communication environment is developing toward a good overall trend.From the perspective of the audience,the mobile e-sports audience in China has the characteristics of younger age,shorter e-sports habits,and more complicated use requirements.For such a diversity of demographic characteristics,the content of the mobile gaming itself is also moving towards the pain points for users and tapping deeper user needs.At the level of dissemination of content,this article analyzes and studies the worldview,characters,lines,sound effects,and rules of the game with the core of fair play of the research object "Glory of the King" through the symbol system and the rules of the game.The birth of a phenomenon-level mobile game must be the result of a combination of factors.Well-acquained characters and background music with a strong sense of substitution can make players adapt to the game more quickly.The formulation of game rules can make the social order in the game possible.Successfully achieved.In the Eden created by this game production team for us,the players experience the game to the maximum extent with the cooperation of various factors and feel the pleasure brought by the competition.Through the above analysis,this paper concludes that at present,the development atmosphere of China’s mobile e-sports culture is overall good,and stereotypes still exist in some places;the audience structure is monotonous and the scope of communication is limited;the content of communication is short and fast,and the product cycle lacks stability.In summary,this article suggests that we should create a more relaxed communication environment and improve the sense of social responsibility of our products;improve anti-indulgence mechanism,foster good e-sports habits of the audience;develop more in-depth game content and improve the core competition of mobile gaming force.
Keywords/Search Tags:Communication Science, 5W Model, Mobile E-sports, E-sports Industry
PDF Full Text Request
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