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Electronic Sports Industry In China


Electronic Sports Industry In China
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Electronic Sports Industry In China


Electronic Sports Industry In China
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Author : Peng Duan
language : en
Publisher: Springer Nature
Release Date : 2023-02-21

Electronic Sports Industry In China written by Peng Duan and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-02-21 with Social Science categories.


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
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Author : Xu Xiao
language : en
Publisher: AuthorHouse
Release Date : 2022-11-25

Developmental Research On International Competitiveness Of E Sports Industry In China written by Xu Xiao and has been published by AuthorHouse this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-11-25 with Sports & Recreation categories.


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.



Research On Esports And Esports Industry In China


Research On Esports And Esports Industry In China
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Author : Yue Yang
language : en
Publisher:
Release Date : 2018

Research On Esports And Esports Industry In China written by Yue Yang and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with categories.


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.



The Future Of Gaming And Sport


The Future Of Gaming And Sport
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Author : Ashley Otu
language : en
Publisher:
Release Date : 2020

The Future Of Gaming And Sport written by Ashley Otu and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020 with categories.


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
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Author :
language : en
Publisher:
Release Date :

Research On Esports And Esports Industry In China written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.




Racing Esports In China


Racing Esports In China
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Author : Jiale Zhu (S.M.)
language : en
Publisher:
Release Date : 2020

Racing Esports In China written by Jiale Zhu (S.M.) and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020 with categories.


In recent years the racing esports industry has been of greater importance in the business world beyond the role of a cultural medium. With the industry's larger size and potential for more growth, the industry has attracted many newcomers. One of them is CUI which was founded in 2018. This thesis studies the key stakeholders in the racing esports industry, how racing esports differentiates from other esports and other sports games, and the investment landscape in this industry. Furthermore, the thesis analyzes the policies of racing esports industry in China, development potential of the industry from both supply side and demand side, and the possibility of synergies between racing esports industry and automotive industry. Based on all the research, analysis and 536 consumers questionnaires, the study gives five recommendations for CUI to expand its business including expanding business in B2B market using referral marketing, entering into B2C market with 4P strategy, expanding CUI's role in value chain, building CUI's own E-commerce platform and establishing China's first online sim racing management system.



Esports In The Asia Pacific


Esports In The Asia Pacific
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Author : Filippo Gilardi
language : en
Publisher: Springer Nature
Release Date : 2023-10-24

Esports In The Asia Pacific written by Filippo Gilardi and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-10-24 with Social Science categories.


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.



Global Esports


Global Esports
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Author : Dal Yong Jin
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-03-25

Global Esports written by Dal Yong Jin and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-25 with Social Science categories.


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.



Games Industry In China Economic And Political Factors


Games Industry In China Economic And Political Factors
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Author : Stephen Mokaya
language : en
Publisher: GRIN Verlag
Release Date : 2023-01-02

Games Industry In China Economic And Political Factors written by Stephen Mokaya and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-01-02 with Language Arts & Disciplines categories.


Academic Paper from the year 2022 in the subject Communications - Miscellaneous, , language: English, abstract: The gaming industry is particularly prominent in China, with various factors contributing to its success. A critical analysis of the impacts and factors that influenced the sector's prominence is relevant in exposing both the opportunities and challenges of the gaming industry in China.



The Current Problems And Potential Solutions Of Esports In China


The Current Problems And Potential Solutions Of Esports In China
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Author : Hanzi He
language : en
Publisher:
Release Date : 2023

The Current Problems And Potential Solutions Of Esports In China written by Hanzi He and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023 with categories.


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.