| Game is a long-lasting and rich cultural phenomenon in human society.Different times and cultures give birth to different forms of games.With the development of computer technology and Internet technology,e-sports,a new game mode,has developed rapidly and become an important symbol of contemporary youth subculture.The development of Chinese e-sports culture has been more than 20 years so far.After different periods from germination,exploration,development to explosive growth,it has now entered the track of sports,professionalization and industrialization.As an important platform for the dissemination of e-sports culture,e-sports events are gradually accepted by mainstream culture from the edge to the mainstream.As the world ’s most watched e-sports event,the League of Legends Global Finals has a complete development process,a grand scale of events,a large user base and rich cultural resources.Therefore,it has become an ideal research sample to observe the impact of e-sports events on the spread of e-sports culture.This paper believes that the direct content of the dissemination of e-sports events is the competitive screen and the user ’s real-time interactive text,and its core content is the cultural content of e-sports games.E-sports culture is the core element of e-sports events to achieve good communication effects and shape positive communication values.At the same time,e-sports culture is gradually being accepted by the dominant culture through the dissemination practice of e-sports events.Therefore,this paper focuses on the spread of e-sports cultural elements in the spread of e-sports events,using the theory of youth subculture,using the combination of participatory observation and online ethnography to explore the logic of e-sports cultural content construction and its path to break the circle through e-sports events.The full text is divided into six chapters.The introduction part mainly introduces the research background,and builds a research framework for the follow-up content by combing the literature and core concepts.The first chapter starts from the three progressive dimensions of game,e-sports and hero alliance,and examines the three as cultural phenomena,and comprehensively summarizes the origin and development of e-sports.The second chapter is mainly about the observation of the global finals of the League of Legends.It studies the development process of China ’s e-sports events,the holding of the global finals of the League of Legends and the communication process of the finals of the S11 League of Legends,combs the relevant content and outlines the relevant communication phenomena;the third chapter is based on the theory of youth subculture,through the analysis of the cultural content data collected by the online field,so as to explore the influence of the cultural content construction of the League of Legends and the electric competition on its transmission route.The fourth chapter studies the mainstreaming process of e-sports culture from the perspective of the mainstream media ’s incorporation practice and the self-domestication of e-sports culture;through the above research,the fifth chapter summarizes the social function of e-sports culture and analyzes the challenges encountered in the process of its dissemination,and discusses the feasible development path of e-sports culture. |