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Analysis Of Institutional Transaction Costs And Industry Chain Benefits Of E-sports Industry

Posted on:2021-08-15Degree:MasterType:Thesis
Country:ChinaCandidate:S M HuangFull Text:PDF
GTID:2517306245978239Subject:Humanities and sociology
Abstract/Summary:PDF Full Text Request
The e-sports industry has shown a booming trend in recent years.E-sports industry chains with distinct characteristics and a highly differentiated value law have gradually emerged in China.This research takes the e-sports industry as the research object.Deconstruct and clarify the value transmission path between“product chain”and“cost chain”.This research uses the literature method and Markov analysis of the collection of e-sports production behaviors.By constructing the state space of the e-sports industry,the stock strategy of the five product sets is deduced,and the income formula of the five stock strategies is derived.Based on the characteristics of the income formula and the transfer characteristics of the consumer's product collection stock selection,two types of institutional transaction cost-related platforms,“public competitions”and“own platform competitions”,are set up to correspond to the production transaction costs of institutional transaction costs.“Public Sector Transaction Costs”and“Consumer Group Constrained Transaction Costs”.And by analyzing the use of a certain inventory strategy,different factors,such as the residual value of the product,the loss of stock-out,and the cost of inventory,etc.,affect the inventory of game manufacturers and video game event operators.Propose a social training plan for the development of the management system for professional e-sports players and non-professional players.The common management of professional players in public events and fans of their own platform competitions can improve the consumer platform.The conversion rate promotes the increase of the total revenue of the e-sports industry;when the e-sports industry guides policy formulation,in order to obtain the best state of the total e-sports industry revenue,it supports electronic game manufacturers for a better strategy;when the policy of infrastructure investment It is an effective solution to set up virtual storage space that can be used by public event platforms and its own platforms,It is an effective solution to effectively improve the overall yield of the e-sports industry;effectively reduce the virtual storage space of e-sports industry units The cost of use is a reliable policy tool to promote the development of the e-sports industry.
Keywords/Search Tags:E-sports, industry chain, transaction costs, consumer transfer
PDF Full Text Request
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