| Esports industry is an emerging industry with esports as the core,which is derived from sports industry,cultural industry and media industry.It has strong economic benefits and extensive social benefits.In recent years,League of Legends is one of the representative esports projects with the fastest development and the most potential in China’s esports industry.Its rich game experience,immersive offline interaction and different esports culture have captured a large number of audiences and markets.In the early years,the esports industry which seemed to be out of the flow is bursting with new vitality.This paper takes the esports game "League of Legends" as the research object,takes Stuart Hall’s cultural cycle theory as the research framework,adopts the literature research method,the case study method,the comparative research method and other methods to study the content production and communication characteristics of "League of Legends",explores the production and communication path of esports industry,and analyzes the shortcomings in the development of Chinese esports industry.This paper also puts forward some suggestions on sustainable development of Chinese e-sports industry,so as to provide valuable reference for content production and communication path of Chinese e-sports industry.This paper is divided into four parts: First part,the development status of Chinese e-sports industry,and the development status and characteristics of Chinese e-sports industry.In the second part,the article will specifically analyze the specific interpretation and the characteristics of the development of the cultural cycle in the aspects of representation,identification,production,consumption and rules of League of Legends from the perspective of cultural cycle.It points out the cultural connotation and production communication characteristics of "League of Legends" and its mapping to Chinese esports industry through the cultural cycle process,and then shows the extensive economic benefits and cultural characteristics of content production and communication of Chinese esports industry.The third part analyzes and explains the existing problems in the content production and communication of Chinese e-sports industry,such as lack of independent innovation ability,lack of communication channels,imperfect e-sports professional operation supervision system,worrying ecological environment of e-sports and weak policy support.The fourth part,in terms of existing problems in content production and communication of Chinese e-sports industry,proposes to guide all kinds of media to scientifically interpret and report the e-sports industry,and government departments at all levels continue to do a good job of policy support and take root in local areas.It is suggested to create a game IP and industrial culture with national characteristics,strengthen the ecological governance of e-sports communication,and improve the supervision and management of e-sports events and e-sports clubs.This paper takes the cultural cycle theory as the entry point and combines the relevant theories of industrial economics to conduct a comprehensive and systematic analysis and research on the content production and communication of Chinese e-sports industry.At the same time,based on the characteristics of local production and communication,the author makes a novel interpretation and analysis of the cultural cycle theory,which is the research innovation of this paper. |