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The Research Of E-sports Users Based On Uses And Gratifications Theory

Posted on:2018-09-12Degree:MasterType:Thesis
Country:ChinaCandidate:B Y ZhengFull Text:PDF
GTID:2347330518964154Subject:Sports news communication
Abstract/Summary:PDF Full Text Request
With the development of the times,the progress of information technology,human competition competition gradually transferred to the electronic equipment,which was born e-sports this sport.On November 18,2003,the e-sports was listed as the 99 th official sports competition by the State Sports General Administration.In 2011,the State Sports General Administration approved the e-sports for the 78 th official sports competition.E-sports is a virtual environment created by information technology,the organized intelligence and physical confrontation between people,it is also an inevitable result of the development of the times.In terms of value recognition,e-sports related events and traditional sports can also give the audience a kind of collective honor and patriotic feelings,making the current youth groups also have the dream of engaging in the gaming industry,which also further stimulated the electronic sports related industries Consumption and production.Therefore,this article attempts to start from the current status of e-sports and the existing relevant scientific research information,to the "Heroes Union" a representative e-sports project users to investigate and analyze.From the use and satisfaction theory,the use of questionnaires on the "Heroes Union" players characteristics,use,the use of motivation to conduct systematic investigation and analysis,and "hero alliance" players to measure the satisfaction,from which the specific analysis The audience in the use of "hero alliance" in the process of the problems and put forward corresponding solutions.At the same time,from the perspective of communication to explore the "hero alliance" as the representative of the e-sports movement on the future of social information dissemination,the development of media industry,people’s lifestyle changes and so on,and for the domestic e-sports game industry Development for reference.
Keywords/Search Tags:Electronic sports users, motivation, satisfaction, Uses and Gratification Theory
PDF Full Text Request
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