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Research On The Business Model Of E-sports Industry In China

Posted on:2019-07-19Degree:MasterType:Thesis
Country:ChinaCandidate:X L PengFull Text:PDF
GTID:2429330569990024Subject:Business management
Abstract/Summary:PDF Full Text Request
Today,China has become the world's largest electronic game market,in China's game market,the size of the e-game income growth is obvious,and the proportion is higher and higher.Under the background of competing policies and business capital,China's E-sports are developing towards sports,popularity and entertainment.On the basis of combing the development history and industrial chain of E-sports industry,this paper analyzes the business model of China's E-sports industry from three dimensions of customer value proposition,core resources and profit model,and two main perspectives of electronic competitive games and E-sports events.In addition,this paper also forecasts the development trend of e-sports industry,points out the problems existing in its e-business mode,and puts forward some suggestions for improvement.This paper predicts that the main development trends of e-sports industry are as follows:First,electronic athletics sports.Under the guidance of policy and official media,the social recognition of E-sports has gradually improved,and the trend of E-sports is becoming more and more obvious.Second,electronic competitive mobile.Mobile E-sports games are developing rapidly,becoming the focus of investment and R &D in the next e-sports game.Third,electronic athletics alliance.The quality of E-sports events is gradually improving,and gradually develops towards specialization,home ization,alliance and commercialization.Fourth,the electronic athletics will be entertaining.With the development of E-sports in the direction of Pan entertainment,the construction of E-sports ecosystem is becoming more and more perfect.This paper points out the related problems of the e-sports industry business model in China,and puts forward pertinent suggestions accordingly.The problems are: first,the lack of original electronic competitive games in China's e-sports industry,the lack of the most core content in the industry;second,the low degree of professionalization of E-sports in China,the low level of professional players' social recognition and income,the poor training and selection of professional players,and the professional clubs Battalion confusion,etc.third,although many electronic sports events,but did not create a well-known sports brand.Corresponding to these existing problems,the following suggestions are made as follows: first,the e-sports events should be seen in the traditional sports,using the successful experience of the traditional sports alliance such as NBA and the Premier League to develop the alliance operation.Second,the e-sports games should pay attention to the content R &D,dig our traditional culture deeply and cultivate the unique culture.The core competitiveness of the company is: Third,the e-sports ecosystem based on E-sports games and E-sports events will be built to enrich the profit model.
Keywords/Search Tags:E-sports, E-sports Events, Electronic competitive games, Business modle
PDF Full Text Request
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