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Research On Competitiveness Of E-Sports

Posted on:2023-02-03Degree:MasterType:Thesis
Country:ChinaCandidate:T L ZhangFull Text:PDF
GTID:2557307037461614Subject:Arts and Sciences
Abstract/Summary:PDF Full Text Request
With the birth of the "e-sports player" profession,e-sports will further advance into the professional field.This topic focuses on the analysis of the competitive nature of e-sports to determine the different factors that affect the competitive nature.On the one hand,it can quantify the strength of the competitive nature,and on the other hand,it also facilitates the selection of the weaker competitive nature in mass entertainment competitions.game.At the same time,the analysis of the competitive nature has also strengthened the standardized processing of e-sports games,providing a certain method and basis for the selection of e-sports games.This topic uses three major types of games: MOBA,FPS,and card games as the research objects.The above research objects are studied in a combination of qualitative and quantitative methods using literature data method,mathematical statistics method,and analytic hierarchy process.First,by analyzing the characteristics of e-sports itself,on the basis of ensuring the principles of scientificity,typicality,comparability,and independence,summarize the main external factors of e-sports: Boyd cycle,emotional experience,game decision-making,Appreciation,professional level of players.Then through the analytic hierarchy process,these five elements are put into the model of the target layer,the criterion layer,and the decision-making layer for analysis.The weight of the influence on the "competitiveness" is given through calculation,and the consistency of the results is tested.Secondly,select 3 games from the same category of games to compare the competitive nature of the same type of games,bring in related models for quantitative calculations,and analyze the proportions of factors that affect the competitive nature of different games based on the weights.Finally,the above results are summarized,and the criteria and suggestions for choosing games for competitions and entertainment competitions are given.
Keywords/Search Tags:E-sports, competitive elements, Boyd cycle theory, analytic hierarchy process
PDF Full Text Request
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