| With the vigorous development of communication networks and the rapid popularization of mobile terminals,the e-sports industry is riding on the wind,and it is in full swing.Since 2017,the overall market size of the e-sports industry has continued to expand.According to the report of Qianzhan,the overall market size of e-sports will grow from 70.61 billion yuan to 140.6 billion yuan from 2017 to 2020,which is under the market size of over 100 billion yuan.,Its user scale has also increased from 153 million in 2014 to 456 million in 2019,and due to the impact of the new coronavirus pneumonia,the e-sports industry has shown "adverse growth" under the unfavorable situation of the overall economy,showing the industry Tenacious vitality,it is expected that the overall e-sports market size and the number of users will further increase in2021.China is expected to become the largest market for e-sports in the world.However,the introduction of relevant systems has not kept up with the rapid development of the e-sports industry,and many problems and complications have emerged.For example,there is too little investment in research and development,little originality and high-quality works,serious homogenization of works,and knowledge.Insufficient property rights protection,uneven distribution of resources within the industry,poor inter-industry collaboration capabilities,lack of an excellent game operation system,lack of professional talents,etc.,the overall development level of China’s e-sports industry still has a lot of room for improvement.Clarify the shortcomings and provide directional guidance for improving the level of China’s e-sports industry.Through combing the relevant theories and evaluation methods of competitiveness research,and combining the content and characteristics of the e-sports industry,this article takes Porter’s diamond theory as the main theoretical basis,and combines the content-centric animation,publishing,and cultural industry competitiveness index system,From the five dimensions of production,demand,related industry support,corporate strategy,and government behavior to initially establish an evaluation index system for the competitiveness of the e-sports industry in my country,and use the principal factor analysis method to comprehensively evaluate the competitiveness of the e-sports industry in 31 provinces and cities Analyze and conduct a comprehensive ranking.The research results show that:(1)In terms of production factors,thanks to advanced technology and location factors,first-tier cities in Beijing,Shanghai and Guangzhou score higher than those in western regions such as Inner Mongolia and Xinjiang;(2)In terms of demand factors: population size and provincial e-sports demand are positive Related;(3)Related industry support: Jiangsu Province,which has better industrial integration and development of related industries,ranks first;(4)Industrial strategy: Jiangsu and Zhejiang benefit from geographical advantages and dense industrial clusters,while Ningxia and Cities such as Chongqing and Guizhou rank in the lower reaches of the ranking;(5)In terms of government behavior: government financial resources and government attention are the key factors for the scoring of the provincial e-sports industry competitiveness in the government behavior module.Finally,based on the results of the empirical analysis,suggestions for enhancing the competitiveness of my country’s e-sports industry are put forward from the aspects of media propaganda,government functions,perfecting the industrial chain,attaching importance to personnel training,establishing official associations,and innovating income models. |