| With the advancement of digital technology,the social status of e-sports,which was born out of video games,has been continuously improved.We can no longer view e-sports from the perspective of video games.E-sports is not only a formal and standardized sport,And in various esports events,we need to see deeper content that is subtly driving the problem of gamified survival in the digital age.Based on this,this paper takes Bakhtin’s "Carnival Theory" as the theoretical fulcrum,takes the representative of e-sports-the S11 season of "League of Legends" as an example,adopts the research method of network ethnography,and expounds the representational level of carnival in e-sports events.,explore how the carnival situation is formed in the e-sports event,and what are the internal logics.First of all,this paper defines the concepts of e-sports and carnival in the introduction part,so as to clearly divide the connotation and problem domain of related concepts,and sort out the related literature of carnival theory,games and e-sports,so as to clarify the conclusions of previous research and further development.the meaning of research.The second chapter mainly conducts a vertical and diachronic analysis of the "past and present" of e-sports,and tells the origin and popularity of "League of Legends",emphasizing that the selection of "League of Legends" as an e-sports product is highly representative.In the third chapter of the article,the main explanation is the representation of the carnival of the League of Legends,that is,to answer the research question 1: The "League of Legends" S11 event embodies the characteristics of the carnival,and what are the specific performances that form a "carnival" ?,the article shows that this carnival characterization is mainly contributed by the three forces of the official,fans and the media.Among them,the League of Legends official plays a leading role,that is,it guides the attention of the media and the audience through the setting of the agenda;fans are The spontaneous power of ordinary people;and the media plays the role of promotion and diffusion in it.The problem solved in Chapter 4 is: How do e-sports audiences move from individual players to connected carnival groups in the carnival(what aspects ignite the passion and participation of gamers)? The article first divides "individuals" and "groups",that is,under what circumstances players are individual,and under what circumstances become a group carnival.It is further pointed out that the underlying logic of the game is the symbol system,and the substitute subject of the carnival-the virtual character,plays an important part in the carnival activities,and the two aspects jointly construct the logic of the League of Legends carnival.Finally,the discussion and reflection part of the article mainly shows that the carnival phenomenon manifested in the phenomenal e-sports event of League of Legends S11 reflects the problems of identity,consumption and new subjectivity in the digital age.,there is still room for further discussion on these issues. |