新时代电子竞技和电子竞技产业研究  被引量:171

Research on Esports and Esports Industry in the New Era

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作  者:杨越[1] YANG Yue(China Institute of Sport Science, Beijing 100061, China)

机构地区:[1]国家体育总局体育科学研究所,北京100061

出  处:《体育科学》2018年第4期8-21,共14页China Sport Science

基  金:国家体育总局体育科学研究所基本科研业务经费(18-43)

摘  要:电子竞技是进入新世纪以来快速崛起的一个世界性文化现象,吸引了大量的参与者与观赏者,其主体是青少年。在多种因素作用下,这一文化形态正在风靡世界,产生了极为广泛而深刻的经济和社会影响。电子竞技从电子游戏中诞生,经过了几十年的发展,正走向职业体育和竞技体育的发展道路;电子竞技产业从1998年开始的第1轮产业周期进入到第2轮产业浪潮,世界电子竞技产业的中心也转移到了中国。当前,既要认识到电子竞技对经济、科技、体育带来的新机遇,更要遵循经济的规律、体育的规律、社会发展的规律,处理好电子竞技和电子竞技产业发展中出现的多种负面问题。Esports is a worldwide cultural phenomenon rising rapidly since the beginning of the new century, attracting a large number of participants and spectators. Its main body is teenagers. Under the influence of many factors, this cultural form is sweeping the world, resulting in a very extensive and profound economic and social impact. Esports are born from electronic games. After decades of development, the esports industry is moving towards the development road of professional sports and competitive sports. The first round of the industrial cycle, which began in 1998, has entered the second round of industrial wave, and the center of the world e-sports industry is also transferred to China. At present, we should not only realize the new opportunities that esports bring to economy, science and technology and sports, but also follow the laws of economy, sports, and the law of social development, and handle many negative problems in the development of esports and esports industry.

关 键 词:电子竞技 电子竞技产业 体育 

分 类 号:G80-05[文化科学—运动人体科学]

 

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