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我國(guó)電子競(jìng)技網(wǎng)絡(luò)直播的現(xiàn)狀及其發(fā)展策略研究

發(fā)布時(shí)間:2018-08-18 17:44
【摘要】:自2009年電子競(jìng)技網(wǎng)絡(luò)直播平臺(tái)的鼻祖Own3d在美國(guó)誕生以來(lái),具備強(qiáng)觀賞性的電子競(jìng)技網(wǎng)絡(luò)直播在世界范圍內(nèi)蓬勃發(fā)展。2012年至今,我國(guó)該行業(yè)也迅速崛起,受眾人數(shù)指數(shù)式上升。但是,與之繁榮發(fā)展相對(duì)應(yīng)的,則是層出不窮的負(fù)面報(bào)道。對(duì)于一個(gè)處在高速上升期的新興行業(yè)而言,加大研究力度,從而為其提出更優(yōu)的發(fā)展思路是很有必要的。本文運(yùn)用了文獻(xiàn)分析法和對(duì)比分析法這兩種研究方法,在對(duì)我國(guó)電子競(jìng)技視頻傳播歷程進(jìn)行梳理的基礎(chǔ)之上,分析當(dāng)前電子競(jìng)技網(wǎng)絡(luò)直播的現(xiàn)狀,并為其發(fā)展提出策略!峨娡娲笥^園》誕生于1994年,是我國(guó)首個(gè)電競(jìng)電視節(jié)目,它的出現(xiàn)拉開了電子競(jìng)技視頻在我國(guó)傳播的序幕。之后,歷經(jīng)電視渠道和視頻分享網(wǎng)站渠道,電子競(jìng)技視頻傳播終于進(jìn)入網(wǎng)絡(luò)直播時(shí)代。在網(wǎng)絡(luò)基礎(chǔ)設(shè)施日益完善、電子競(jìng)技發(fā)展如火如荼、電競(jìng)?cè)嶂杂诰W(wǎng)絡(luò)直播這三個(gè)因素的共同作用下,電子競(jìng)技網(wǎng)絡(luò)直播實(shí)現(xiàn)了大發(fā)展大繁榮。本文把電子競(jìng)技網(wǎng)絡(luò)直播的現(xiàn)狀分為類別劃分、傳播特點(diǎn)、盈利模式、創(chuàng)新開發(fā)四個(gè)方面進(jìn)行研究。當(dāng)前電子競(jìng)技網(wǎng)絡(luò)直播有賽事直播、游戲節(jié)目直播、個(gè)人直播三種,它們的內(nèi)容不同,各具特色。文章發(fā)現(xiàn)當(dāng)前電子競(jìng)技網(wǎng)絡(luò)直播有即時(shí)性和強(qiáng)互動(dòng)性、主播與受眾的高黏性、草根化的傳播特點(diǎn);并用“影響力經(jīng)濟(jì)”等理論,從媒介經(jīng)濟(jì)學(xué)角度分析其盈利模式。在此基礎(chǔ)之上,文章得到電子競(jìng)技網(wǎng)絡(luò)直播的傳播價(jià)值:重塑主播形象、促進(jìn)智力發(fā)育、強(qiáng)化競(jìng)爭(zhēng)意識(shí)、催生多元文化。通過(guò)切身體驗(yàn)和行業(yè)內(nèi)、外的對(duì)比,本文指出當(dāng)前電子競(jìng)技網(wǎng)絡(luò)直播存在的不足:環(huán)境自由導(dǎo)致低俗化、暴力類游戲占據(jù)主流、高成本使虧損常態(tài)化、受眾呈現(xiàn)出高流動(dòng)性。最后,本文為其提出發(fā)展策略:多措并舉,全方位優(yōu)化媒介環(huán)境;實(shí)施引導(dǎo),重視親社會(huì)競(jìng)技游戲;開拓渠道,建立多元化盈利機(jī)制;強(qiáng)化合作,發(fā)揮行業(yè)協(xié)會(huì)的力量。
[Abstract]:Since the birth of Own3d in the United States in 2009, the electronic sports webcast with strong appreciation has flourished all over the world. Since 2012, the industry in China has also risen rapidly and the number of audiences has risen exponentially. However, corresponding to its prosperity and development, there are endless negative reports. For a rising industry, it is necessary to strengthen the research and put forward a better way of development for it. In this paper, two research methods, document analysis and contrast analysis, are used to analyze the current situation of electronic sports network direct broadcast on the basis of combing the course of electronic sports video transmission in China. And put forward the strategy for its development. Video game grand view garden was born in 1994, is our country's first e-sports TV program, its appearance opened the prelude that the electronic competitive video spreads in our country. After that, after TV channel and video sharing website channel, e-sports video transmission finally entered the era of webcast. With the improvement of network infrastructure, the development of e-sports in full swing, and the enthusiasm of e-sports circle to live online, the e-sports network broadcast has achieved a great development and prosperity. In this paper, the present situation of e-sports webcast is divided into four aspects: classification, communication characteristics, profit model, innovation and development. At present, there are three kinds of e-sports webcast: live events, game programs and personal broadcasts. Their contents are different and have their own characteristics. This paper finds out that the current electronic sports network direct broadcast has the characteristics of instant and strong interaction, high viscosity between the host and the audience, and grassroots transmission characteristics, and analyzes its profit model from the angle of media economics with the theory of "influence economy" and so on. On this basis, the article obtains the spreading value of electronic sports network direct broadcast: reshaping the image of anchor, promoting intellectual development, strengthening competitive consciousness, and spawning multiculturalism. Through the comparison between the personal experience and the inside and outside of the industry, this paper points out the shortcomings of the current electronic sports webcast: environmental freedom leads to vulgarization, violent games occupy the mainstream, high cost normalizes losses, and the audience presents high mobility. Finally, this paper puts forward the development strategy for it: multi-measures, all-round optimization of the media environment; implementation of guidance, attach importance to pro-social competitive games; open up channels, establish a diversified profit mechanism; strengthen cooperation, give play to the strength of industry associations.
【學(xué)位授予單位】:鄭州大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:G206;G899

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