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Research On The Development Of E-sports From The Perspective Of Consumer Culture

Posted on:2020-06-08Degree:MasterType:Thesis
Country:ChinaCandidate:H J ChenFull Text:PDF
GTID:2437330572990370Subject:Humanities and sociology
Abstract/Summary:PDF Full Text Request
In 2003,the General Administration of Sport of China officially declared E-sports as a sports event,which means that the development of E-sports has entered a new stage.With the rapid development of industry,E-sports has gradually formed its own unique culture,which has attracted extensive attention of scholars.In the past,scholars mostly studied the essential attributes of E-sports,and elaborated its characteristics to link E-sports with sports;or to discuss the impact of E-sports on teenagers;and also to study the development status and management system of E-sports.In fact,E-sports is a kind of consumer culture,which has typical characteristics of consumer culture.Based on this,the author intends to analyze the current situation,problems,causes and Countermeasures of the development of E-sports from the perspective of consumer culture.In order to clarify the current situation and problems of E-sports development,this paper mainly uses questionnaire survey method to collect data.Through the design of questionnaires,it investigates all aspects of E-sports development.The results of the survey use mathematical statistics method combined with consumer culture theory to analyze the following problems:(1)E-sports is controversial in the eyes of the general public.From the perspective of consumer culture,on the one hand,E-sports is same as the traditional competitive sports.The audience can get spiritual needs,and its openers and related operational teams can also get huge benefits.On the other hand,E-sports still can not get rid of the nature of "game",and the loss of the will of the game is the giant of its mainstream culture.Big obstacle.The fundamental reason for the above-mentioned development problems lies in that E-sports belongs to a pleasure culture,and its consumption characteristics are mainly reflected in the sense of self-identity and achievement experienced by players in consumption.This blind pursuit of material makes the development of E-sports change from a positive impact into a negative impact,which is also the manifestation of the disharmony between material culture and spiritual culture,and the lack of social and cultural spirit.To some extent,the lack of spiritual culture will lead to the deviation of teenagers' values.(2)From the perspective of consumer culture,the development of E-sports has the characteristics of symbolization and idol consumption.The author further finds that the main reason is that the developers of E-sports and related social media symbolize the consumption of E-sports,making it the ownership and identity symbol of consumers' self-identity,so as to promote the rapid development of E-sports.At the same time,it also has some negative effects,such as consumerism,commercialization,vulgarization and so on.In view of the above problems in the development of E-sports and the questionnaire survey,the author puts forward that the Countermeasures for the development of E-sports mainly depend on the joint efforts of all sectors of society from the perspective of consumer culture,such as the relevant government,social media,game developers and participants in E-sports to create a good environment for the development of E-sports.Specific measures are as follows:(1)To rebuild the positive impression of E-sports,the social media should choose positive content when disseminating E-sports,guide the rational consumption of the masses from the perspective of competitive sports,and establish the cultural connotation in line with the core values of our country.(2)Encourage game developers to establish and improve the E-sports system in a diversified way,avoid the emergence of "fast-food" consumption of idols and symbols,and lay a solid foundation for the positive development of the E-sports.(3)Relevant governments formulate laws and regulations to regulate the development of industry and guide the public to make positive contributions to the development of E-sports.At the same time,they punish the negative factors of the development of E-sports,strengthen the network control and create a good environment for the development of E-sports.
Keywords/Search Tags:E-sports, Consumer Culture, Commercialization, Social Media, Competitive Sports
PDF Full Text Request
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