Electronic Sports Industry in China
- Indbinding:
- Paperback
- Sideantal:
- 248
- Udgivet:
- 23. februar 2024
- Udgave:
- 24001
- Størrelse:
- 155x14x235 mm.
- Vægt:
- 382 g.
- Ukendt - mangler pt..
Normalpris
Abonnementspris
- Rabat på køb af fysiske bøger
- 1 valgfrit digitalt ugeblad
- 20 timers lytning og læsning
- Adgang til 70.000+ titler
- Ingen binding
Abonnementet koster 75 kr./md.
Ingen binding og kan opsiges når som helst.
- 1 valgfrit digitalt ugeblad
- 20 timers lytning og læsning
- Adgang til 70.000+ titler
- Ingen binding
Abonnementet koster 75 kr./md.
Ingen binding og kan opsiges når som helst.
Beskrivelse af Electronic Sports Industry in China
This book presents a series of studies on the status quo, characteristics of and trends in Chinäs eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry.
Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, Chinäs eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy.
As a new cultural phenomenon, eSports are politically, economically, culturally, and sociallysuited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people¿s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, Chinäs eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in Chinäs eSports industry.
The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.
Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, Chinäs eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy.
As a new cultural phenomenon, eSports are politically, economically, culturally, and sociallysuited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people¿s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, Chinäs eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in Chinäs eSports industry.
The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.
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Bogen Electronic Sports Industry in China findes i følgende kategorier:
- Business og læring
- Krop og sind
- Samfund og samfundsvidenskab > Samfund og kultur: generelt > Kulturstudier og medievidenskab > Medievidenskab > Medievidenskab: internet, digitale medier og samfund
- Samfund og samfundsvidenskab > Sociologi og antropologi > Sociologi
- Økonomi, finans, erhvervsliv og ledelse > Industri og industrielle studier > Medier, underholdning, informationsbranchen og kommunikationserhverv
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