中国电子竞技产业的现状和发展研究
时间:2023-05-13 20:57 来源:毕业论文 作者:毕业论文 点击:次
摘要电子竞技是一项人与电脑相结合的活动,它是一种利用日新月异的软件与硬件设备、通过网络平台进行的新型体育运动。 从1998年至今已有近20年的发展年头,电子竞技发展逐渐成熟,并且处于快速上升的时期。中国电子竞技坚持着以资本为首,以社会、政策和技术等为辅的理念,坚持以内容为核心的观念,取得了较好的发展。电子竞技产业的产业链主要由游戏内容提供商、游戏代理商、赛事、广告主、电竞俱乐部、电子竞技受众、媒体等构成,环环相扣,推动电子竞技产业的发展。2010年电子竞技产业的市场规模为44。1亿元,到2015年已经为270亿元,翻了近三番。此外,中国有着世界最大的电子竞技需求市场,电子竞技已成为我国参与人数最多的体育运动。88725 然而,中国电子竞技产业的发展还面临诸多挑战。虽然我国电子竞技市场需求较高,但需求结构较为单一,用户涉及面较狭窄,且以男性为主。供给端也存在着进入壁垒、自主创新能力差等问题,值得我们思考。当然,我们有理由相信,随着移动网络的如日中天与VR技术的火热崛起,电子竞技产业在结合它们的基础上有更好的发展。 毕业论文关键词:电子竞技产业;供需市场;创新
Abstract E-sports is a combination of people and computers, it is a new software and hardware equipment, through the network platform for the new sports。 From 1998 to now has nearly 20 years of development, the development of E-sports gradually mature, and in a period of rapid rise。 China E-sports adhere to the capital led to social, policy and technology, supplemented by the concept, adhere to the concept of content as the core, and achieved good development。 The electronic sports industry chain by the game content providers, game agents, events, advertising, Gaming Club, electronic sports audience, media, interlocking, promote the development of E-sports industry。 In 2010 the e-sports industry market size for 4 billion 410 million yuan, 27 billion yuan to 2015 has nearly tripled。 In addition, China has the world's largest E-sports market demand, E-sports has become the largest number of participants in sports。 However, the development of e-sports industry in China still faces many challenges。 Although China's E-sports market demand is higher, but the demand structure is relatively simple, the user involved in a narrow range, and mainly male。 Supply side also has barriers to entry, poor ability of independent innovation and other issues, it is worth thinking about。 Of course, we have reason to believe that with the very influential and VR technology of mobile network hot rise, combined with the development of the electronic games industry can they have better。 Key words: e-sports industry; supply and demand market; innovation 目 录 一、 引言 1 (一) 研究背景 1 (二) 理论意义和现实价值 1 1. 国内研究现状 1 2. 国外研究现状 2 3. 发展趋势 2 (四) 研究的方法源Q于D优G尔X论V文Y网wwW.yOueRw.com 原文+QQ75201`8766 和思路 3 1. 研究手段 3 2. 技术路线 3 3. 实验方案 3 二、 中国电子竞技现状分析 3 (一) 中国电子竞技发展历程和市场规模 (责任编辑:qin) |