| On December 16,2020,the Asian Olympic Council announced that E-sports become the official competition event of the 2022 The Asian Games in Hangzhou,which means that e-sports athletes will also contribute to the prosperity of the national medal list.This is a milestone for e-sports,which has been trying to shake off the shackles of social perception."E-sports" is short for Electronic Sports,is a combat sports event in a virtual environment which is based on online games,with information technology as the core;software and hardware equipment as the instruments;fairness and unity as the principle.From the "e-heroin" which described by The People’s Daily to"Created in China",from the "Lost mind with plaything" in the public’s view to "Win for the country",in a short period of 20 years of domestic historical changes,e-sports has grown into a sunrise cultural industry with great potential.As an important part of the new digital industry,popular labels such as"100 Billions E-sports Scale","New Cultural Carrier",and "Trend Digital Sports" have also prompted major cities to make a layout for the e-sports industry.Besides the well-known e-sports cities such as Shanghai and Beijing in eastern China,western e-sports organizations with strong atmosphere which are led by Xian and Chengdu,are also keep pace with fashion trend and gradually developed into new economic growth points in the "Western Development".However,through combing,it was found that the existing theoretical research system of Western E-sports has not yet established a full picture of industrial practice.Many problems is showing the foggy areas that have not been organized after the "Crazy Growth" of c-sports.These also planted hidden dangers for the sustainable development of western c-sports.This topic focuses on the special aspect---Western E-sports,and studies the overall presentation of e-sports in the contemporary context from the macro perspective,explores the value connotation of e-sports in the western region from the micro perspective,sees the big things from the small one,and see the whole aspect from one point,and provide valuable reference for China’s overall e-sports industrialization development experience and future development strategies.The main research covers the following parts:Traditional culture changes.Relying on relevant literature review and previous research basis,longitudinally discuss the evolution of the traditional artistic nature and timely connotation of "e-sports",and horizontally study the reconstruction of the social scenes of e-sports and the re-variation of cultural melodies from the perspective of cutting-edge"Ludology".Then analyze the opportunities and challenges for offline industry extension and ecological reconstruction of e-sports,which was brought by the epidemic "black swan".Industry co-construction.Closely following the development context of the cultural industry,and systematically considering the western e-sports itself.Analyzing the cause and effect from the layout of the "e-sports capital" in the eastern and western cities based on their policy dividends;explore how the western audiences lead the "E-sports Storm" from the in-depth evolution of the college youth to the female players to the mobile citizenization;and then based on the "Hundreds of Billion Ocean",to research the unique mode of cross-media art integration in the ancient capital of the western cities which are Xian and Chengdu.The broken of bottleneck.Based on the special background of the post-epidemic era,to discuss how Western E-sports can catch new power points and future perspectives.By summarizing the development status of the industry,it pointed out the development bottlenecks such as backward concepts;lack of e-sports talents;insufficient infrastructure in western area;confusion of industry regulations,etc.It also put forward the idea of"Competition" with further "Refinement".Looking forward to the multi-modal new vane of "5G+VR" and "Game+Sports" in the future of China’s e-sports industry,we strive to keep pace with the times in the direction of more normal,professional and diversified e-sports cultural industry. |