Electronic Sports Industry in China
Springer Verlag, Singapore
978-981-19-9290-2 (ISBN)
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 sociallysuited 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.
Professor Peng Duan is the vice-president of the Communication University of China, the executive associate director of the Key State Lab of Media Convergence and Communication (Communication University of China), and the managing editor of the SAGE journal Global Media and China. He is one of the Chinese leading scholars with a broad experience on journalism and communication studies, particularly in the fields of media convergence, communication theories and new media studies.
Overview of E-Sports.- Development History and Status-Quo of Global E-Sports.- Development Environment of China’s E-Sports Industry.- Development History and Status-Quo of China’s E-sports Industry.- Comparative Analysis of Global E-Sports Industry.- Case Analysis on World’s Top E-Sports Events.- Special Analysis on the Development of China’s E-Sports Industry.- Problem Analysis on the Development of China’s E-Sports Industry.- Countermeasures and Suggestions for the Development of China’s E-Sports Industry.- Innovation Characteristics and Development Trend of China’s E-Sports Industry.
Erscheinungsdatum | 23.02.2024 |
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Zusatzinfo | 58 Illustrations, color; 8 Illustrations, black and white; XIII, 231 p. 66 illus., 58 illus. in color. |
Verlagsort | Singapore |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Sozialwissenschaften ► Kommunikation / Medien ► Journalistik |
Sozialwissenschaften ► Kommunikation / Medien ► Kommunikationswissenschaft | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
Sozialwissenschaften ► Soziologie | |
Wirtschaft | |
Schlagworte | Chinese Digital Entertainment • Chinese Electronic Sports • Chinese Electronic Sports Industry • Chinese Technological Advances • Electronic Sports Culture |
ISBN-10 | 981-19-9290-8 / 9811992908 |
ISBN-13 | 978-981-19-9290-2 / 9789811992902 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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