| With the development of network broadcast and other new media,e-sports minority culture has been gradually recognized by more and more people for many years,and the size of e-sports fans is also growing.New media produce new scenes,and new scenes trigger new behaviors.Compared with traditional media,network broadcast breaks through the limitations of time and space,enhances the interaction between the two sides,and strengthens the connection between media and audience.As a new medium,esports realizes the wide spread of the event and the gathering of fans through the way of network broadcast.The event and fans’ feedback together form a new media scene,and finally realize the identity of esports fans to themselves and the group.This paper takes the well-known game "League of Legends" as an example,and obtains first-hand data through in-depth interviews with e-sports fans.This paper expounds the background,content and views of the research through four chapters,summarizes the background of esports and fans,and then builds the main framework according to the self-identity and group identity of esports fans.It is found that the self-identity and group identity of esports fans have obvious characteristics in the live broadcast of esports events,but also because of the anonymous property in the broadcast room,esports fans in the process of realizing identity phenomenon such as group polarization.This paper uses the media situation theory to build a theoretical framework for the identity of e-sports fans in the live broadcast of e-sports events,analyzes the reasons for e-sports fans to achieve identity in the live broadcast of e-sports events by combining the theories of use and satisfaction,and puts forward corresponding solutions to the existing problems. |