| On November 18, 2003, the General Administration of Sport in china formally approved E -sports as the China 99(now is 78) sport items, which the development of domestic E-sports from the disordered, chaotic state into a standardized development channels. E-sports activities are the favorite sport items to young people, there was a broad mass base, strong market demand, Software and hardware manufacturers strongly supported the development of electronic games, In recent years, college students participated in the activities of e-sports was very important. Therefore, understanding the status of campus electronic games development, E-sports activities and cultural interaction between the campus and the students attending the main features of electronic games, forms of organization such as the campus for the clarification of the background of electronic games and electronic sports development in the face of the campus was very important. All Kinds of problems of E -sports were great theoretical and practical significance.In this study, we used students participating in E-sports as the main line, with Shanghai, Jiangsu, Zhejiang University Students in the survey, Using campus cultural theory, organization management and other relevant theory, at the same time using literature, questionnaire, interview and mathematical statistics , Case analysis, logical reasoning and other research methods did this research ,By studying we got the following conclusions:1. The network platform on campus is important external conditions of E-sports, High proportion of students own computers are the material basis to support student to participatie in E-sports activities, Good interactive, openness, group nature, inheritance makes it an important carrier of campus culture, the guiding function in the E-sports, educational features, entertainment features meet the students to respect for personality, showing their needs.2.Campus construction material and cultural development provide protection to the campus E-sports; electronic games in the inherent moral, intellectual, aesthetic, physical education function expanded the spiritual of the campus and cultural connotations; there is interaction between college students and college students participating in E-sports consumer behavior, learning behavior, communication behavior, school Lifestyle, leisure and entertainment.3.Different grades, different gender students participated in E-sports items were different , The female students choosed war platform tending to entertainment, more interactive platform QQ, The male students choosed VS platform for high professional standards, The male students choosed Battle World of Warcraft, DOTA, CS project, The female students choosed educational and leisure projects,such as class playing chess or play cards; Students got involved in the complex E-sports activities, emotional experience, Students participated in E-sports activities produced cognitive, social impact effection4.The development of E-sports organization on campus has gone through infancy, the rapid development and stable development of three stages; students have their own E-sports organization, creativity and openness, normative, self-discipline and collaboration features; University of E-sports Type of organization and management based on a straight line; students participate in activities organized in the form of E-sports are divided into spontaneous, E-sports (organization) Association-driven, driven Internet cafes around the campus, and students involved in e-sports competition in accordance with the method can be divided into online games Live games, according to participation can be divided into school competitions, inter-school competition and commercial contest.5.Students get E-sports information mainly from inspecting.viewing and communicating, The means to get information is manifold , The ways to get information is autonomy, The access to get information is specialized ; Some students share E-sports information from person to person, Others share E-sports information based on internet, Information sharing was open、equal and purpose; Student spreaded E-sports information based on person to person communication, network communicating, The means of E-sports information spreaded diversity, The ways of E-sports information spreaded high speed, The media of E-sports information spreaded mixed,6.Students participated in E-sports faced many problems, the more prominent of which were Internet addiction, lack credibility, violence, excessive consumption, unhealthy lifestyles, So school management should guide students to handle the e-sports activities correctly ,Reducing the adverse effects of E-sports effected college students. |