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Study On The Present Situation And Development Countermeasures Of Chinese E-sports Vedio Webcast

Posted on:2018-08-08Degree:MasterType:Thesis
Country:ChinaCandidate:Z Z ShiFull Text:PDF
GTID:2348330515970970Subject:Master of Journalism and Communication
Abstract/Summary:PDF Full Text Request
The first e-sports vedio webcast platform Own3 d was born in the Uniteds States in 2009.Since that time,the wonderful and attractive e-sports vedio webcast has developed rapidly all over the world.From 2012 to now,this industry also has made great breakthrough in our country,attracts millions of people to pay their attention to it.But,many negative news were reported with the development of this industry.For a better future of e-sports vedio webcast industry,it is worthwhile to spent more time and money on the study of this industry.The thesis uses the methord of literature analysis and the methord of comparative analysis to analyse the present situation of e-sporst vedio webcast on the basement of doing a study on the development history of Chinese e-sports vedio communication,and makes suggestions to e-sports vedio webcast industry.“The grand view garden of e-sports games” was born in 1994 is the first e-sports TV program in our country.It is the symbol of the begining of e-sports vedio communicating in our country.E-sports vedio webcast finally came into being in2012,18 years later from 1994.The reason why e-sports vedio webcast flourishes are the improvement of network infrastructure,high development level of e-sports industry and the advantages of e-sports vedio webcast.The thesis devides the present situation of e-sports vedio webcast into four parts to study :category,communication characteristics,profit model,innovation and exploiture.The thesis draws the conclusion that there are three kinds of e-sports vedio webcast in our country:e-sports competition vedio webcast,e-sports TV program webcast,e-sports personal vedio webcast.They have different content and characteristics.The communication characteritics of e-sports vedio webcast are immediacy,strong interaction,the high viscosity between game anchors and audiences,plebification.The thesis uses the theory of media economics such as“influence economy” to analyse its profit model.On this basis,the thesis deccribes the communicating value of e-sports vedio webcast:improve the image of network anchor,boost intellectual growth of audiences,strengthen the competitiveconsciousness of audiences,creating multiculturalism.Through the firsthand experience and contrast with other industry,the thesis describes the present deficiency of e-sports vedio webcast industry :vulgarization caused by the freedom of media environment,violent games occupy the mainstream,loss normalization in e-sports vedio webcast industry with high cost,high mobility of audiences.In the end,the thesis gives four developing advice to e-sports vedio webcast industry:improve the media environment,lead audience`s attention to nonviolent e-sports games,find more ways to get profits,establish industry association to solve problem.
Keywords/Search Tags:E-sports, Webcast, Cyber Games, Web Celebrities
PDF Full Text Request
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