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Research On The Dissemination Of E-sports Events In China

Posted on:2018-06-29Degree:MasterType:Thesis
Country:ChinaCandidate:S Y YaoFull Text:PDF
GTID:2357330518492511Subject:Journalism and communication
Abstract/Summary:PDF Full Text Request
With the development of computer, the forms of electronic games have been gradually diversified, which brought about the birth of E-sports Games that combined fair, competitive, with entertaining. Meanwhile E-sports games is growing strongly with the development of the Internet,causing widespread attention to the community, and the "competitive sports spirit" as the core of the E-sports events was born. On the one hand, the development of e-sports events in China is rough relatively. It is not recognized fully by most people because of the pressure from traditional society. On the other hand, as an important part of the development of E-sports industry, the powerful cohesion of electronic sports events led the rise of the game economy, which attracted the attention of Chinese mainstream media gradually. League of Legends, a representative of the popular e-sports project has a huge user base. It also established the domestic gradient of the event which become a normalized and systematized representative of electronic games. How does the electronic sports events spread to the public in China? Which aspects should include in its competition system? How is the feedback effect and social recognition effect brought by its communication? All of these are the core issues to be discussed in this theis.At present, the research findings related to E-sports are mainly in the history of E-sports,industrial chain, as well as the concept of E-sports classification. However, the research on E-sports events are scarce. In this thesis, the League of Legends as a case study in Chinese event communication system, it combines with the domestic E-sports development environment. At the beginning of this thesis, it talks about the reason for the rise of e-sports events and its history in China. And then, it summedes up the lack of spreading e-sports events in China, through the research on the mode of transmission and communication effect. In the end, it gives the corresponding optimization strategy.This thesis is divided structurally into four parts. The first part is the introduction and overview,which introduces the research background, the current research findings, research methods, etc. The second part is the overview of the development of E-sports events, including the reason for the rise of E-sports events in China, the History of E-sports events as well as the overview of the League of Legends competition system.The third part is the core of this thesis which is divided into two chapters. In the first chapter,League of Legends tournament communication system is taken as the research object combines with the classic 5W Theory, including the event producer, the content of the event, the communication channel of the event, the audience of event and the feedback of the event effect, to state the propagation mode of E-sports event. The second chapter is the study of its communication effect. On the one hand, the core audience of 18-24 years old is considered as the object of investigation, through the combination of questionnaire survey and in-depth interview to summarizes the research results, and from the cognitive level of the audience, the emotional dimension and the behavior level to analyze the characteristics of the electronic sports in the micro-communication process. On the other hand, this part examines the basic pattern of communication from the perspective of media coverage, by summarizing the characteristics of e-sports events of traditional media and online media coverage.The fourth part is conclusion and suggestion. According to the research content above. this part puts forward some feasible suggestions on the problems in the dissemination of E-sports events, which aims to provide a reference for the development direction of Chinese e-sports competitions.
Keywords/Search Tags:E-sports events, communication mode, communication effect, League of Legends
PDF Full Text Request
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