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Research On The Interaction Of E-sports Players In Perspective Of "Media Situation Theory"

Posted on:2021-09-05Degree:MasterType:Thesis
Country:ChinaCandidate:Q LiuFull Text:PDF
GTID:2507306131980999Subject:Visual communication and creative industries
Abstract/Summary:PDF Full Text Request
In recent years,with the development of information technology,Esports is widely spread and becomes popular all around the world.Esports compititions are no longer the kind of small compititions held in Internet cafes or communities,however,Esports players enter the public’s field of vision with a positive image,and affirmative reports also frequently appear in the mainstream media.All this shows that Esports is open to the public and attracts the attention of many young people.In reviewing the development process from the shadowy corner to the sun,the development of Esports media such as live broadcast has played an important role.Therefore,this article attempts to explain the reason why Esports has reached the general public from the perspective of media development,with the help of Mellowitz’s “media-scene-role / behavior” research ideas.This article first sorts out the relationship between video games,Esports,and sports.In media perspective,it is pointed out that Esports has a media matrix which bases on video games,with "sports events" as its core,and by virtue of social media.Thus,the e-sport media scenario is divided into two parts: the core player interaction situation surrounding the game itself and the derivative interaction situation involving games,fans,and spectators.The medium of core interaction scenarios mainly experienced the stand-alone / LAN era,the network era,and the mobile Internet era.The most prominent change to the core interaction scenarios is the reduction of the participation conditions and the acceptance of more people into the situation.The derivative communication situation has experienced the era of blocked mass media,the decentralized Internet era,and the mobile era of social assistance.With the help of the game live and social media,the originally closed e-sport derivative communication situation merge with the Internet public context,offline scenes and online virtual contexts in all directions.Player communication behavior has also changed from location-centric spoken communication to content-centric autonomous selection and human-centric overlapping of multiple roles.Changes in the situation have caused the number of Esports players to broaden and narrow,forming peripheral spectators and senior fans.At the same time,the phenomenon that professional players and anchors who stand out from the group are pursued by players as grassroots stars and disenchant by violence also occurs from time to timeMedia research on Esports has also gradually increased in recent years,but there are rare literatures sorted longitudinally along the timeline.This article aims to summarize the changes in the Esports players’ communication situations and groups through a vertical combing of the development of Esports media,combined with media context theory.Trying to explain that Esports is moving to the masses and is more and more popular.
Keywords/Search Tags:Esports, media situation theory, streaming, media development
PDF Full Text Request
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