| In recent years,the popularity of e-sports has increased,and more capital has entered the e-sports market.However,this e-sports fever has not actually improved the development level of China’s e-sports industry.At present,there are still many problems in the industry.In South Korea,the e-sports industry is one of the three pillar industries,and its industrial development level is relatively mature.In terms of social,cultural and economic aspects,China and South Korea have similarities in the two major countries.The purpose of this paper is to compare the actual development of the e-sports industry in the two countries,and analyze the e-sports industry of the two countries through literature research,statistical analysis,comparative research,etc.,and draw on the mature framework and system of Korea,combined with Porter’s The diamond model and China’s actual national conditions provide relevant development strategies for the Chinese e-sports industry.Through research,we draw the following conclusions: First,Korean e-sports is much more advanced in media promotion than in China.E-sports players in Korea are regarded as sports stars,respected and ranked higher.In China,e-sports players are often regarded as "Internet addiction teenagers" and have not yet been treated as a profession.Second,in terms of personnel training,most of the Korean e-sports clubs are guided by professionals.They have scientific daily working hours and military management,and the quality of talents is extremely high.The management of China E-sports Club is relatively loose.Most of the management are retired professional players.There is not much management experience,and it is impossible to standardize the daily routine of professional players.As a result,the quality of the players is not high,the attitude is relatively loose and there is no way out after retirement.Third,the demand for “e-sports talents” is increasing.The original e-sports practitioners are no longer satisfied.Compared with Korea’s healthy e-sports ecosystem,China has not yet established an e-sports major,with insufficient talent output and low quality.Fourth,there is a lack of unified government organizations for unified management.In Korea,there are various specialized government organizations such as the Korea E-sports Association to plan for the long-term unified industry,and dispatch personnel to guide the club.In China,most of the organizations in this area are social organizations,and they do not have a large executive power.This has led to the fact that most of China’s e-sports industry is taken over by the manufacturers themselves.For the first purpose,profitability cannot be formed in the long run.In view of the problems existing in China’s current e-sports industry,this paper proposes the following countermeasures: First of all,we need to improve the training of e-sports talents in China,set up relevant university majors,absorb relevant industry people,and cultivate collectively to deliver fresh blood to the industry.Secondly,the government has vigorously supported the e-sports industry,introduced corresponding preferential policies,and subsidized the game R&D companies to a certain extent.It is hoped that the domestic e-sports industry will be more innovative and the e-sports industry will be diversified.In addition,the government set up an e-sports industry management organization to build the rules and regulations of the e-sports industry,and dispatched commissioners to conduct unified guidance training for the clubs to improve the professionalism of the Chinese league.Finally,the government and the mass media actively promoted the concept of e-sports,enabling people to distinguish between e-sports and online games,eliminating misunderstandings of e-sports by the public,and further expanding the e-sports audience. |