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Research On The Development Of E-sports In China From The Perspective Of Social Conflict Theory

Posted on:2021-01-08Degree:MasterType:Thesis
Country:ChinaCandidate:H W ZhouFull Text:PDF
GTID:2427330602965378Subject:Sports science
Abstract/Summary:PDF Full Text Request
E-sports is a kind of competitive sports between people through the Internet or local area network,which takes the video game as the carrier and the manipulation of various electronic devices as the form of sports,within a certain competition rule.As an emerging field of rapid development and continuous innovation,the related theoretical research is also in the initial stage of continuous exploration.The related scholars' research on e-sports in China involves different angles,or discusses the development mode of e-sports industry,and also discusses the management and development of e-sports clubs.The present situation and characteristics of the three major fields of competitive industrialization,professionalization and legalization of Guodian are the forms,and the problems existing in the three major fields of e-sports in China are sorted out,and suggestions and measures are put forward in order to provide a good reference for the future research on the development of e-sports in China.By means of literature,interview,case study and social conflict theory of American sociologist L.Corsy,this paper analyzes and studies the related concepts,classification,distinction and conflict factors in the development of e-sports,and draws the following conclusions:(1)The relatively complete industrial chain of e-sports in China has been formed,and in the stage of stable development of e-sports market income and user scale,the e-sports events in China are also developing towards diversification and pan-entertainment.But industry monopolies are serious.However,China's e-sports is greatly affected by the overseas game industry,especially in the field of game R & D and manufacturing upstream of the industrial chain,and the unique Chinese e-sports needs to be further developed.In terms of the right to host events,there are contradictions between game agents and game developers.(2)e-sports events are developing towards diversified pan-entertainment,with a single business model and a high dependence on live broadcast platform anchors.First party events and third party events as well as mass events lack their own hematopoietic function,live broadcast platform and anchor bundling mode began to show dependence,live broadcast content,live broadcast quality can not be effectively guaranteed.In addition,the construction cost of live broadcast platform is huge,can not effectively get feedback,crisis platform construction and development.(3)The professional division is fine,the mode of combining industry with education is constantly exploring the stage of development,but the contradiction between supply and demand of professionalization is tight,the trend of "younger age" of relevant practitioners and professional contestants is increasing,and the mechanism of talent training reserve is not mature.Minor audience groups are easily induced by bad e-sports events and live broadcast;professional e-sports players face a huge cultural fault;the overall professional quality of e-sports practitioners is insufficient;for retired players placement and development problems need to be improved.China's e-sports sports have been officially and socially recognized,and the relevant policies are in the process of further formulation.However,there is a lack of corresponding e-sports law as the support in the legislative level,the relevant dispute resolution mechanism is not perfect,and the power guarantee problem for most professional athletes and the protection of minors have not been reasonably resolved.The following recommendations are made in response to the problems:(1)Strengthen the mechanism of talent introduction and training and enhance the core competitiveness.(2)Broaden profit channels and try to diversify revenue patterns.(3)Improve industry standards and focus on talent reserves.(4)To formulate educational and training measures for relevant professional players.(5)Speed up the improvement of the training system for the union of schools and enterprises(6)Strengthen guarantee and strengthen the legal supervision.
Keywords/Search Tags:Social conflict theory, e-sports, present situation, develop
PDF Full Text Request
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