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Analysis Of Current Facts And Future Development Of E-sports Industry In China

Posted on:2014-01-23Degree:MasterType:Thesis
Country:ChinaCandidate:P Y HeFull Text:PDF
GTID:2247330398454748Subject:Business Administration
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E-sports is an information platform based sport. E-sports extends sports from the realworld to the virtual world. National Sports Bureau formally launched it as the99thsport in2003. Great attention and positive response in the majority of e-sports enthusiasts werereceived. IT industry, telecommunications industry, computer and its accessories industry,advertising industry, and etc. are closely connected to E-sports.Comprehensive E-sports train young people’s physical and moral development,develop their thinking, reaction force, teamwork and coordination skills, organization,co-ordination ability, tenacity quality and spirit of sport, training participants to adapt tothe modern information society capacity. At the same time, E-sports lead our way of lifefrom manual labor to mental labor.Due to the advances of information technology, e-sports industry are constantlydeveloping and changing, full of variables in this process and opportunities. Macro ofindustrial policy is to encourage the development of e-sports, but in the specific regulationsand enforcement process, restrictive rules and the lack of incentive system to reverses theindustrial upgrading. In addition, the management rules related to electronic sports contenthas not formally introduced, which also hindered the development of the e-sports.In this paper, via literature data, logical reasoning, SWOT analysis, e-sports conceptand analysis of the current situation of China’s e-sports industry, combined withinternational situation. We got the below the findings. The e-sports industry in Chinadevelopment has been the formation of scale. Event organizers are not mature. Businessprofit models are diversifying but yet to be profitable. Complete industry chain has notformed. Professionals’ after retirement development plan is ignored. Audiences are mostlysimilar age. Broadcast media can’t be spread to the general public. Correspondently weneed preferential policies from government, more appealing media communication,strategic cooperation, form brand events, help professionals’ career planning and etc. so asto promote China’s e-sports industry flourish and worldwide.
Keywords/Search Tags:e-sports industry, game, industry chain
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