Developmental Research on  International Competitiveness of E-Sports Industry in China
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76 pages
English

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In recent years, the e-sports industry has developed rapidly in the world As an emerging industry, it benefits from the renewal of advanced science and technology, the development of network technology, the increase of professional level of e-sports events, the increasing scale of e-sports users, and the expanding consumer groups. And it has been paid more and more attention by all countries as a green industry. In South Korea, the e-sports industry started early with strong support from the government, forming a relatively good e-sports atmosphere, leading ahead the rest of the world in the club management, the event promotion, the athlete training, etc, and South Korea is a real e-sports power. In China, although the e-sports industry started early, it is limited by many factors and has the dependence effect of imitating South Korea. China's e-sports industry has a high similarity with South Korea's e-sports industry in the industrial structure, the athlete training, the business promotion and the policy system. However, in the 21st century, the simple imitation of South Korea's experience and the disordered investment market have led to the embarrassing situation that China's e-sports is Big but not Strong.

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Date de parution 25 novembre 2022
Nombre de lectures 0
EAN13 9781665565158
Langue English

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DEVELOPMENTAL RESEARCH ON INTERNATIONAL COMPETITIVENESS OF E-SPORTS INDUSTRY IN CHINA
 
A COMPARATIVE STUDY BETWEEN CHINA AND SOUTH KOREA
 
 
 
XU XIAO
 
 
 
 
 
 

 
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© 2022 Xu Xiao. All rights reserved.
 
No part of this book may be reproduced, stored in a retrieval system, or transmitted by any means without the written permission of the author.
 
Published by AuthorHouse 07/15/2022
 
ISBN: 978-1-6655-6516-5 (sc)
ISBN: 978-1-6655-6515-8 (e)
 
Library of Congress Control Number: 2022913208
 
 
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Because of the dynamic nature of the Internet, any web addresses or links contained in this book may have changed since publication and may no longer be valid. The views expressed in this work are solely those of the author and do not necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.
ABSTRACT
I n recent years, the e-sports industry has developed rapidly in the world As an emerging industry, it benefits from the renewal of advanced science and technology, the development of network technology, the increase of professional level of e-sports events, the increasing scale of e-sports users, and the expanding consumer groups. And it has been paid more and more attention by all countries as a green industry. In South Korea, the e-sports industry started early with strong support from the government, forming a relatively good e-sports atmosphere, leading ahead the rest of the world in the club management, the event promotion, the athlete training, etc, and South Korea is a real e-sports power. In China, although the e-sports industry started early, it is limited by many factors and has the dependence effect of imitating South Korea. China’s e-sports industry has a high similarity with South Korea’s e-sports industry in the industrial structure, the athlete training, the business promotion and the policy system. However, in the 21 st century, the simple imitation of South Korea’s experience and the disordered investment market have led to the embarrassing situation that China’s e-sports is Big but not Strong . There are such increasingly prominent problems that the core competitiveness is weak, the lack of development mode is not clear, the management system is lack, the operating mode is lagging and others. The backward state of the latecomers has not been fundamentally changed. Although China’s e-sports market has huge potential and the live broadcast industry is rising rapidly, China’s e-sports industry is still in a state of disorderly development and has not formed a certain joint force. In addition, the public’s disapproval of e-sports and certain prejudice lead to the slow development of China’s e-sports industry. This study starts from the international competitiveness of e-sports between China and South Korea, compares the business Mode, the event promotion, the policy support, the club development, the personnel training, the industrial scale and other aspects of e-sports industry between China and South Korea, finds out the advantages and the disadvantages of E-sports development between China and South Korea, and puts forward its own suggestions on the international competitiveness of China’s e-sports industry. In the future, it will be the basic strategic task for China’s e-sports industry to strengthen self-development and construction based on its own problems. It will comprehensively strengthen the physical and mental health protection of teenagers in e-sports, deeply explore the formal system and operation mechanism of e-sports intellectual property protection, coordinate the governance of e-sports virtual currency market environment, and vigorously promote the construction of e-sports talent training system, scientifically optimize the governance structure of government-alliance-club of e-sports, fully grasp the advantages of China’s 5G Technology and Artificial Intelligence(AI) , strengthen exchanges and cooperation with advanced countries in e-sports industry such as South Korea, and comprehensively enhance the global competitiveness of China’s e-sports industry.
Key words : E-sports, E-sports industry of China and South Korea, International competitiveness, Diamond Mode
CONTENTS
1.Introduction
1.1Research Background
1.2Research Objectives
1.3Research Meanings
1.4Research Methods
1.5Research Contents
1.6Previous Researches at Home and Abroad
2.Theoretical Basis
2.1Concept of E-sports
2.1.1Definition of E-sports
2.1.2Differences between E-sports and Online Games
2.1.3Classification of E-sports
2.2Porter Diamond Mode Theory
2.2.1Definition of the Concept of the Diamond Mode Theory
2.2.2Composition Factors of Diamond Mode
3.Development Status of E-sports Industry in China and South Korea
3.1Development Status of E-sports Industry in China
3.1.1Development Stage of China E-sports Industry
3.1.2Future Development Trend of China E-sports Industry
3.2Development of E-sports in South Korea
3.2.1Development Status of E-sports Industry in South Korea
3.2.2Future Development Trend of South Korea’s E-sports Industry
4.Comparison of E-sports industry between China and South Korea on the Basis of The Diamond Theory
4.1Resource Analysis
4.1.1E-sports Talent Training Mode of China
4.1.2E-sports Talent Training Mode of South Korea
4.2Required Condition Analysis
4.2.1Scale of E-sports Industry in China
4.2.2Scale of E-sports Industry in South Korea
4.3Analysis of Peripheral Industries
4.3.1China’s E-sports Business Mode and Industry Chain
4.3.2South Korean E-sports Business Model and industry Chain
4.4Corporate Strategy Analysis
4.4.1China’s E-sports Club Mode
4.4.2South Korean E-sports Club Mode
4.5Opportunity Analysis
4.5.1Professionalization of E-sports Events in China
4.5.2Professionalization of E-sports Events in South Korea
4.6Government Influence
4.6.1China’s E-sports Industry Policies
4.6.2Korean E-sports Industry Policies
4.7Enlightenment of Comparison between China and South Korea’s E-sports Industry to China’s E-sports
4.7.1National Policies
4.7.2Training System
4.7.3Market Space
4.7.4Business Mode
5.Exploration and Development of China’s E-sports Industry
5.1Problems in the Development of China’s E-sports Industry
5.1.1Imperfect China’s E-sports Professionalism Development System
5.1.2China’s E-sports Industry Chain Lacks Standardization
5.1.3Relatively Simple China’s E-sports Talent Training Mode
5.1.4Imperfect Related Legal System of E-sports in China
5.2Suggestions for China’s E-sports Industry Development
5.2.1Create Quality Projects and Improve the Tournament System
5.2.2Cultivate E-sports Talents and Build the Ecosystem
5.2.3Standardize Relevant Systems and Guide Industrial Development
5.2.4Develop 5G Technology and Optimize User Experience
5.2.5Strengthen Cooperation between China and South Korea to Jointly Develop E-sports Industry
6.Conclusion
6.1Research Conclusions
6.2Research Limitations
References
CHART DIRECTORY
Figure 1Figure 1 Porter’s Classic Diamond Mode
Figure 2Figure 2 Development Stages of China E-sports Industry (DUI Haojian, 2020)
Figure 3Figure 3 Market Scale of China E-sports Industry from 2017 to 2021 (iResearch, 2020)
Figure 4Figure 4 Proportion of China’s Segmented E-sports market from 2017 to 2021 (iResearch, 2020)
Figure 5Figure 5 Video-on-demand volume (10,000 times) of each platform of “The Battle of Freedom” in 2015 (according to the previous research researchers)
Figure 6Figure 6 Development of South Korea’s e-sports Industry (according to previous researchers)
Figure 7Figure 7 Size of e-sports users in China from 2017 to 2021(iResearch, 2019)
Figure 8Figure 8 Age distribution of e-sports users in China in 2020 (iResearch, 2021)
Figure 9Figure 9 Proportion of female e-sports users in China (iResearch, 2021)
Figure 10Figure 10 Monthly income level of Chinese e-sports users in 2020 (iResearch, 2021)
Figure 11Figure 11 Monthly consumption level of Chinese e-sports users in 2020 (iResearch, 2021)
Figure 12Figure 12 Gender of Chinese e-sports users (iResearch, 2021)
Figure 13Figure 13 E-sports industry chain (iResearch, 2021)
 
 
Table 1Table 1 Differences between e-sports and online games (collated according to previous researchers)
Table 2Table 2 Introduction of mainstream e-sports projects (sorted out according to previous researchers)
Table 3Table 3 Symbol events of e-sports industry in China and South Korea (sorted out according to previous researchers)
Table 4Table 4 Training Objectives of E-sports Major in Some Colleges (Sorted according to Previous Researches)
Table 5Table 5 The most watched e-sports games in 2019 (Unit: Hours, Newzoo, 2020)
Table 6Table 6 Budget table of Korean e-sports agencies from 2015 to 2017 (Korea Industry Promotion Institute, 2017)
Table 7Table 7 Personnel Table of E-sports related organizations in Korea from 2015 to 2017 (Korea Industry Development Institute, 2017)
Table 8Table 8 Sponsors of League of Legends of China 2013-2018 (League of Legends official website, 2020)
Table 9Table 9 Comparison of e-sports club manage

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