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Research on ESports and ESports Industry in China

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Release : 2018
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Book Synopsis Research on ESports and ESports Industry in China by : Yue Yang

Download or read book Research on ESports and ESports Industry in China written by Yue Yang. This book was released on 2018. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Research on eSports and eSports industry in China

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Book Synopsis Research on eSports and eSports industry in China by :

Download or read book Research on eSports and eSports industry in China written by . This book was released on . Available in PDF, EPUB and Kindle. Book excerpt:

Electronic Sports Industry in China

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Release : 2023-02-21
Genre : Social Science
Kind : eBook
Book Rating : 886/5 ( reviews)

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Book Synopsis Electronic Sports Industry in China by : Peng Duan

Download or read book Electronic Sports Industry in China written by Peng Duan. This book was released on 2023-02-21. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Esports in the Asia-Pacific

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Release : 2023-10-24
Genre : Social Science
Kind : eBook
Book Rating : 965/5 ( reviews)

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Book Synopsis Esports in the Asia-Pacific by : Filippo Gilardi

Download or read book Esports in the Asia-Pacific written by Filippo Gilardi. This book was released on 2023-10-24. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Current Problems and Potential Solutions of Esports in China

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Release : 2023
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Book Synopsis The Current Problems and Potential Solutions of Esports in China by : Hanzi He

Download or read book The Current Problems and Potential Solutions of Esports in China written by Hanzi He. This book was released on 2023. Available in PDF, EPUB and Kindle. Book excerpt: Esports is one of the most popular recreational activities around the globe, but limited research provided a thorough analysis of the industry and more specifically, problems and challenges facing the industry and potential solutions. Therefore, this thesis focused on esports and selected the most recent articles published by Esports, the esports-related media account affiliated with the Chinese government. Specifically, this thesis answered the following three research questions: RQ1: what challenges that the esports industry face; RQ2: what potential solutions have already been proposed and RQ3: if any, what other potential suggestions in order to promote the industry in the near future. By applying agenda-setting theory and both qualitative and quantitative content analysis, this thesis found that more problems such as a lack of support from universities, gambling issues, and universal misunderstanding were discussed in three segments that were in line with previous research: poor esports education, law issues, and gender inequality. Potential solutions like a call for surveillance from different governmental departments and suggestions like the combination of esports with local tourism were also proposed. Finally, this thesis aimed to offer a thorough analysis of current problems and solutions in order to inform practitioners and benefits researchers for future esports studies.

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