توضیحاتی در مورد کتاب Electronic Sports Industry in China: An Overview
نام کتاب : Electronic Sports Industry in China: An Overview
عنوان ترجمه شده به فارسی : صنعت ورزش های الکترونیکی در چین: یک مرور کلی
سری :
نویسندگان : Peng Duan, Xiaohui Wang, Allan Yijia Zhang, Bin Ji
ناشر : Springer
سال نشر : 2023
تعداد صفحات : 241
[242]
ISBN (شابک) : 9811992878 , 9789811992872
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 5 Mb
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فهرست مطالب :
Foreword
Introduction to Electronic Sports Industry Textbook
Preface
Contents
1 Overview of E-sports
1.1 Explanation of E-sports
1.1.1 Definition of E-sports
1.1.2 E-sports Characteristics
1.1.3 E-sports Classification
1.2 Understanding of Related Concepts
1.2.1 Games and Online Games
1.2.2 E-sports and Online Games
1.2.3 E-sports and Athletic Sports
1.2.4 Overview of Mobile E-sports
1.2.5 Game Theory
References
2 Development History and Status-Quo of Global E-sports
2.1 Development Journey of Global E-sports Industry
2.1.1 Budding Stage
2.1.2 Growth Stage
2.1.3 Maturation Stage
2.2 Development Status-Quo of Global E-sports Industry
2.2.1 Industry Scale
2.2.2 E-sports Events
2.2.3 E-sports Culture
2.2.4 User Portrait
2.2.5 Business Model (Diversified)
References
3 Development Environment of China’s E-sports Industry
3.1 Economic Environment
3.1.1 Global Economic Development Situation
3.1.2 China’s Economic Development
3.1.3 Rise of Virtual Economy
3.2 Social Environment
3.2.1 Development of the Internet and Video Games
3.2.2 High Acceptability Among Young Generations, Popularization
3.2.3 Increased Social Acceptance, Listed as a National Athletic Sport
3.3 Policy Environment
3.3.1 Industrial Policy
3.3.2 Local Support (City Comparison)
3.3.3 Regulatory Mechanisms
3.3.4 Industry Standards
3.4 Development of the E-sports Industry During Covid-19 Epidemic
References
4 Development History and Status-Quo of China’s E-sports Industry
4.1 Development Overview of China’s E-sports Industry
4.1.1 Industrial Composition
4.1.2 Development Stage
4.1.3 Competitive Landscape
4.1.4 Management Mode
4.1.5 Core Links
4.2 Development Scale of China’s E-sports Industry
4.2.1 Market Size
4.2.2 Revenue Size
4.3 Development Characteristics of China’s E-sports Industry
4.3.1 Sustained and Rapid Development, Great Potential for Industrial Progress
4.3.2 Continuous Refinement of the Industry Chain, at the Early Stage of Industrial Development
4.3.3 Gradually Diversified Competitive Events, MOBA Becoming Mainstream
4.3.4 Innovative Development of 5G Technology, Promoting the Upgrading of the E-sports Industry
4.4 User Characteristics of China’s E-sports Industry
4.4.1 Age and Gender Distribution
4.4.2 User Spending Power
4.4.3 Psychological Characteristics of User Behavior
References
5 Comparative Analysis of Global E-sports Industry
5.1 Analysis on Business Models of the E-sports Industry
5.1.1 Fundamental Theories of Business Models
5.1.2 Comparison of Foreign Business Models
5.1.3 Analysis on China’s Profit Models
5.1.4 Future Development Trend of Business Models
5.2 Analysis on Content and Genres of the E-sports Industry
5.2.1 Comparative Analysis on E-sports Genres Between China and Europe and America
5.2.2 Comparative Analysis on E-sports Genres Between China and Japan and South Korea
References
6 Case Analysis on World’s Top E-sports Events
6.1 Development Trend of World’s Top E-sports Events
6.1.1 Operating Market
6.1.2 Profit Models
6.2 Development Status and Model Analysis of the WCG (2000–2010)
6.2.1 Development Status
6.2.2 Model Analysis
6.3 Development Status and Model Analysis of the LOL World Championship Series (2011–2021)
6.3.1 Development Status
6.3.2 Model Analysis
6.4 Future Development Trend of E-sports Events
6.4.1 Professional Development
6.4.2 League-Based Development
6.4.3 Commercialization
6.4.4 Pan-Entertainment Development
6.4.5 Nation-Wide Popularization
Reference
7 Special Analysis on the Development of China’s E-sports Industry
7.1 E-sports Live-Streaming
7.1.1 Operation Mode and Development Status-Quo of E-sports Live-Streaming
7.1.2 Derivative Industries of E-sports Live-Streaming
7.1.3 Extended E-commerce Business
7.2 Shanghai Model
7.2.1 Regional Distribution and Development of China’s E-sports Industry
7.2.2 Development Status-Quo and Characteristics of Shanghai E-sports Industry
7.2.3 Experience Summary and Success Reasons of Shanghai Model
7.2.4 City-Based Development of the E-sports Industry
7.3 E-sport Talent Training in China
7.3.1 Practice History of E-sports Talent Training
7.3.2 Classification of Talent Cultivation
7.3.3 Policies for Talent Cultivation
7.3.4 Overall Development Status-Quo of E-sports Talents
7.3.5 Problems Existed in Talent Cultivation
7.3.6 E-sports Talent Cases
References
8 Problem Analysis on the Development of China’s E-sports Industry
8.1 Dominance by Leading Enterprises, Survival Difficulties in SMEs
8.2 Core Technology Dependent on Foreign Countries, Inadequacy of Independent Innovation Ability
8.3 Lack of High-End Technology, a Serious Problem of Product Homogeneity
8.4 Inadequate Game Copyrights, Insufficient Awareness of Copyright Protection
8.5 Unbalanced Regional Development, Deficient Support of Local Policies
8.6 Talent Cultivation System to be Improved, Re-employment Channels to be Widened
References
9 Countermeasures and Suggestions for the Development of China’s E-sports Industry
9.1 Industrial Development Strategies
9.1.1 Possessing Independent Intellectual Property and Core Technology
9.1.2 Promoting the Application of 5G and VR Technology
9.2 Industrial Management Strategies
9.2.1 Focusing on the Content Development of E-sports Products
9.2.2 Expanding Social Values and Application Spaces
9.2.3 Talent Training and Employment Expansion
9.3 Industrial Marketing Strategies
9.3.1 Enhancing the Development of Local Cultural Products in China
9.3.2 Creating a New Combined Model of “E-sports + Scenarios”
9.4 Suggestions for Industrial Policies
9.4.1 Increasing Policy Guidance, Changing the Public Opinion Environment
9.4.2 Strengthening “Internal Cycle”, Helping SMEs
9.4.3 Regional Characteristics and Coordinated Development of the E-sports Industry
10 Innovation Characteristics and Development Trend of China’s E-sports Industry
10.1 Innovation Characteristics of China’s E-sports Industry
10.1.1 Industry Standards: Favorable Policies, Helping to Thrive the E-sports Industry
10.1.2 Game Products: Famous IP, Creating High-Quality Content Ecosystem
10.1.3 Game Operation: Globalized, Home-Based, Interconnected Development
10.1.4 Technological Innovation: Extensive Application of Intelligent Technology, Enriching Immersive Experiences
10.1.5 Content Production: Updating Scene Production, Meeting the Diverse Needs of Users
10.1.6 Dissemination Platforms: Focusing on Events Copyright, Fighting for Copyright Values
10.1.7 Social Cognition: E-sports Culture Gradually Maturing, Improving Social Reputation
10.2 Development Trend of China’s E-sports Industry
10.2.1 E-sports Professionalization and Marketization
10.2.2 E-sports Entertainment
10.2.3 Mobile E-sports
10.2.4 E-sports Nation-Wide Popularization
10.2.5 E-sports Virtualization
References