| According to the "China Esports Industry Development Report 2021" released by Penguin Intelligence in June 2021,the global esports audience will increase to 474 million in 2021.As official and mainstream media have increased neutral and positive coverage of e-sports,the positive evaluation of the e-sports industry has been on the rise.Based on the theory of space scene,this study investigates League of Legends and its official games by using the methods of literature,field investigation,and interview,and systematically analyzes the construction of audience viewing scenes and the interaction between media and audience.From the evolution history of the e-sports viewing scene,the emergence and popularity of the mobile Internet have broken the barriers brought by physical space to the audience.The appearance of TELEVISION made it possible for people to receive the same information in different areas.However,the mode of information transmission in this period was one-way,and the communication between the audience could only be limited within the family space.The popularity of mobile devices enables more people to enjoy the games anytime and anywhere and enables the communication between spectators to break the limitation of physical space.Through the investigation and research on media in the arena of League of Legends and the interaction between audience and media,it is found that:(1)League of Legends creates a virtual social environment in a separate,isolated space.The game itself is a social medium,allowing players to socialize with others while playing.At the same time,the game itself can serve as a public issue to help players build online communities with strong emotional connections.(2)In League of Legends,the audience changes the original space ecology in the interaction with the media.The screen-based electronic competition arena has changed the theater’s previous information exchange mode of "everyone watching each other." The screen has become a new window,and the audience inside and outside the arena also realizes the information exchange through the screen.Space expands through screens,and the exchange of information breaks through the limitation of physical space and breaks the traditional order of social identity.Players build their image through the screen,and the audience realizes information exchange through the screen.The emergence of live broadcast and social media has continuously compressed the backstage space of contestants,making them gradually lose the dominant power of their front image.In the screen-led e-sports arena,the director plays a vital role in controlling the information flow of the audience.He re-cuts and connects all the information elements in the arena to build a unique "drama performance." In this arena,the audience became the new "actors." However,screens inside and outside venues spread excessive information onto online platforms,making many disorderly behaviors more difficult to control.(3)The screen cannot fully meet the audience’s emotional needs for the event.As a one-to-many information transmitter,the screen can only transmit popular information data but can not meet the audience’s personalized emotional needs.Audiences vent their unsatisfied emotional needs on the Internet,making many network social platforms become their new performance venues. |