Electronic Sports Industry in China

Electronic Sports Industry in China PDF

Author: Peng Duan

Publisher: Springer Nature

Published: 2023-02-21

Total Pages: 242

ISBN-13: 9811992886

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This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. As a new cultural phenomenon, eSports are politically, economically, culturally, and socially suited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry. The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.

Developmental Research on International Competitiveness of E-Sports Industry in China

Developmental Research on International Competitiveness of E-Sports Industry in China PDF

Author: Xu Xiao

Publisher: AuthorHouse

Published: 2022-11-25

Total Pages: 179

ISBN-13: 1665565152

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In recent years, the e-sports industry has developed rapidly in the world As an emerging industry, it benefits from the renewal of advanced science and technology, the development of network technology, the increase of professional level of e-sports events, the increasing scale of e-sports users, and the expanding consumer groups. And it has been paid more and more attention by all countries as a green industry. In South Korea, the e-sports industry started early with strong support from the government, forming a relatively good e-sports atmosphere, leading ahead the rest of the world in the club management, the event promotion, the athlete training, etc, and South Korea is a real e-sports power. In China, although the e-sports industry started early, it is limited by many factors and has the dependence effect of imitating South Korea. China's e-sports industry has a high similarity with South Korea's e-sports industry in the industrial structure, the athlete training, the business promotion and the policy system. However, in the 21st century, the simple imitation of South Korea's experience and the disordered investment market have led to the embarrassing situation that China's e-sports is Big but not Strong.

The Future of Gaming and Sport

The Future of Gaming and Sport PDF

Author: Ashley Otu

Publisher:

Published: 2020

Total Pages: 84

ISBN-13:

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This paper examines the recent trend in relation to the rise of e-sports in China. Firstly, the rise of the industry from past to present is explored, assessing how factors such as certain government policies and technology greatly shaped the industry. A Macro-micro approach underpins the main theoretical framework of this paper. Secondly, the paper, includes primary research through an online survey featuring 10 questions with a target sample of 50 random people. This is done in combination with data and statistics from secondary research to compare and contrast and to identify similar patterns of Chinese e-sports fans (micro-analysis). Having explored the history of the rise of e-sports in China, this research highlights how on the macro level (political economy) - government policies, social, cultural and economic factors greatly contributed to the establishment of the e-sport industry in China. In addition, on the micro level, the results from 75 respondents of the online survey, combined with secondary data and statistics, reveal eight similar patterns amongst Chinese esports fans. These include their behaviour, experiences and their engagement in e-sports activity. They are evidence of general aspects about how and why the e-sports industry is currently thriving in China both locally and nationally.

Research on ESports and ESports Industry in China

Research on ESports and ESports Industry in China PDF

Author: Yue Yang

Publisher:

Published: 2018

Total Pages: 28

ISBN-13:

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Esports is a worldwide cultural phenomenon rising rapidly since the beginning of the new century, attracting a large number of participants and spectators. Its main body is teenagers. Under the influence of many factors, this cultural form is sweeping the world, resulting in a very extensive and profound economic and social impact. Esports are born from electronic games. After decades of development, the esports industry is moving towards the development road of professional sports and competitive sports. The first round of the industrial cycle, which began in 1998, has entered the second round of industrial wave, and the center of the world e-sports industry is also transferred to China. At present, we should not only realize the new opportunities that esports bring to economy, science and technology and sports, but also follow the laws of economy, sports, and the law of social development, and handle many negative problems in the development of esports and esports industry.

Global esports

Global esports PDF

Author: Dal Yong Jin

Publisher: Bloomsbury Publishing USA

Published: 2021-03-25

Total Pages: 336

ISBN-13: 1501368753

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Global eSports explores the recent surge of eSports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing eSports, the contributors analyze the rapid growth of eSports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why eSports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of eSports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy eSports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global eSports culture.

Esports in the Asia-Pacific

Esports in the Asia-Pacific PDF

Author: Filippo Gilardi

Publisher: Springer Nature

Published: 2023-10-24

Total Pages: 281

ISBN-13: 9819937965

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This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. chapters “Introduction to Esports in the Asia-Pacific” and “Conclusions to Esports in the Asia–Pacific” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Advances in Computer Science and Engineering

Advances in Computer Science and Engineering PDF

Author: Dehuai Zeng

Publisher: Springer Science & Business Media

Published: 2012-01-26

Total Pages: 786

ISBN-13: 3642279481

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This book includes the proceedings of the second International Conference on Advances in Computer Science and Engineering (CES 2012), which was held during January 13-14, 2012 in Sanya, China. The papers in these proceedings of CES 2012 focus on the researchers’ advanced works in their fields of Computer Science and Engineering mainly organized in four topics, (1) Software Engineering, (2) Intelligent Computing, (3) Computer Networks, and (4) Artificial Intelligence Software.

Spectator Sport and Fan Behavior, sequel

Spectator Sport and Fan Behavior, sequel PDF

Author: Yair Galily

Publisher: Frontiers Media SA

Published: 2024-05-15

Total Pages: 125

ISBN-13: 283254908X

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This Research Topic is the second volume of the Research Topic "Spectator sports fan behavior". Please see the first volume here. Spectator sports fan behavior is vast and represents one of society’s most universal leisure activities. While event attendance and media consumption received a great deal of attention from scholars, there is a growing understanding that sports fans interact, both physically and digitally, with their favorite teams in numerous other ways. At the same time, research also demonstrated a positive relationship between fan identification and self-esteem. Thus, the aim of this Research Topic is to explore fan behaviors in many different areas, involving sports media and the (ever-changing) digital environment.

Mapping Digital Game Culture in China

Mapping Digital Game Culture in China PDF

Author: Marcella Szablewicz

Publisher: Springer Nature

Published: 2020-02-18

Total Pages: 229

ISBN-13: 303036111X

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In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.