| E-sports is the product of the organic combination of electronic games and competitive events.From 1998 to 2020,the e-sports industry has gone through a period of rapid development in China.Watching live e-sports games,playing e-sports games and watching e-sports events are the most common behaviors of e-sports users.As a typical form of the new economy,the e-sports industry continues to show vigorous vitality and influence in the post-epidemic era.As an emerging cultural phenomenon,the academic research on the live broadcast of e-sports events is still shallow.This paper takes the live broadcast of e-sports events and the user interaction behaviors as the starting point,and studies the interactive rituals in the live broadcast of e-sports events.This paper draws on Collins’ theory of interactive ritual chain,takes the 2021 KPL autumn competition as the specific research object,and uses literature research method,network ethnography method,in-depth interview method and other research methods,combining theory with practice,to form an interactive ritual in the live broadcast of e-sports events.Research on the basis,formation process and results,and put forward relevant suggestions for improving the interaction in the live broadcast of e-sports events.This article is mainly divided into the following parts:The first part sorts out the development background and connotation definition of e-sports event live broadcast,and summarizes the research status of e-sports event live broadcast and interactive ritual chain theory at home and abroad.The second part analyzes the basis for the formation of interactive rituals in the live broadcast of e-sports events.It is believed that the environment and user psychology form the basis for the formation of interactive rituals in the live broadcast of e-sports events,and the environmental factors mainly include four levels: system,economy,culture and technology;user psychology mainly refers to performance psychology,community imagination psychology and consumption psychology.The third part analyzes the formation process of the interactive ceremony in the live broadcast of e-sports events.The study believes that the virtual real-time gathering of users,the threshold setting for live watching the game,the focus of attention caused by the game,and the emotional experience shared between users are the starting elements of the interactive ceremony.Secondly,different types of e-sports event symbols build ritualized scenes,and interactive subjects such as users,event subjects,and live broadcast platforms conduct rhythmic interaction and cooperation to complete the interactive ceremony through text comments,virtual props,and other forms.The fourth part analyzes the results of the interactive ceremony in the live broadcast of e-sports events.The author found that in the live broadcast of e-sports events,an interactive ceremony market was formed.Through the allocation of resources such as "emotional energy" by the market,the interactive ceremony was further layered,and finally emotional energy and symbolic capital were produced in the virtual community.,group solidarity and group morality.The fifth part reflects on the insufficiency of the interactive ceremony in the live broadcast of e-sports events.The author believes that the capital side in this interactive ceremony will mislead users to blindly imitate star players and excessive consumption for economic benefits.At the same time,due to the confrontation of e-sports events and the uneven quality of users,fan groups from different camps are prone to conflict,and then Destroy the collective solidarity of interactive rituals.These drawbacks can be improved by regulating interactive links and improving user literacy. |