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我國電子競技產業(yè)的投資趨勢與前景研究

發(fā)布時間:2018-04-26 10:01

  本文選題:電子競技 + 體育產業(yè); 參考:《對外經濟貿易大學》2016年碩士論文


【摘要】:電子競技是電子和網絡游戲的延伸產業(yè),作為新興體育項目在我國發(fā)展勢頭強勁,但一直處于萌芽和初級階段,其投資價值并不被外界看好。從2014年10月份出臺的國務院46號文后,電子競技業(yè)開始進入發(fā)展迅猛的新時期。在政府明確指路之后,體育市場進入了資本快速跟進,巨頭跑馬圈地的時代,電子競技業(yè)隨之成為炙手可熱的行業(yè)之一,大量資本和投資人開始關注這個新興的產業(yè)。一直以來,電子競技常常被簡單視作是電玩游戲和娛樂消遣的一種,但作為一項近年在全球范圍興起的運動項目,電競體育化已成一股不可忽視的趨勢,投資價值開始水漲船高。光在中國,艾瑞咨詢就認為電子競技用戶規(guī)模在2016年將達到1.25億。盡管還未得到國際奧林匹克委員會的承認,卻已經有許多人為電競在未來體育行業(yè)的影響力押注。因此,在過去10多年中經歷了多次起伏之后,電子競技在中國還從未像現(xiàn)在這么受到關注。但應該注意的是,它離成為真正的一門體育生意還有距離,因此很有學術探討的價值。作為體育和游戲娛樂的結合體,電子競技的市場規(guī)模在這幾年保持著高速增長。但是另一方面,電競的市場還沒有想象中的那么大。在這個市場中,機遇也意味著挑戰(zhàn)。在2014年國務院46號文的推動所帶來的產業(yè)融合大背景下,如果電子競技想要變得更加的職業(yè)體育化和更具投資發(fā)展前景,它必須得參考傳統(tǒng)體育在過去100年中的發(fā)展歷程,圍繞著"賽事-俱樂部-媒體-觀眾"的主干發(fā)展。這也正是中國電子競技行業(yè)在過去5年中一直努力的事情。本文對電子競技的興起及其產業(yè)特性進行了分析,通過對國內電子競技運動產業(yè)發(fā)展現(xiàn)狀分析,探討了影響我國電子競技產業(yè)化發(fā)展的影響因素,最后提出了我國電子競技產業(yè)成長、投資和創(chuàng)業(yè)的趨勢和選擇。
[Abstract]:E-sports is an extension industry of electronic and online games. As a new sport, it has strong development momentum in our country, but it has been in the embryonic and primary stage, its investment value is not expected by the outside world. With the introduction of State Council article 46 in October 2014, the e-sports industry has entered a new era of rapid development. After the government made clear directions, the sports market entered the capital fast follow up, the giant race field time, the electronic athletics industry becomes one of the hot industries, the massive capital and the investor begin to pay attention to this emerging industry. E-sports has long been seen simply as a form of video games and entertainment, but as a sport that has emerged around the world in recent years, e-sports 's sportsmanship has become a trend that cannot be ignored. The value of investment began to rise. In China alone, Eli expects eSports users to reach 125 million in 2016. Although not yet recognized by the International Olympic Committee, many people are already betting on e-sports 's future influence in the sports industry. As a result, after more than a decade of ups and downs, e-sports has never been more noticed in China. It should be noted, however, that it is far from becoming a real sports business and therefore of academic value. As a combination of sports and game entertainment, the market scale of e-sports has maintained a high-speed growth in recent years. But on the other hand, e-sports 's market is not as big as thought. In this market, opportunity also means challenge. Against the backdrop of industrial convergence brought about by the promotion of State Council article 46 in 2014, if e-sports is to become more professional sports and more investment prospects, it must refer to the development of traditional sports over the past 100 years. Around the "event-club-media-audience" backbone development. This is exactly what China's e-sports industry has been trying to do over the past five years. This paper analyzes the rise of electronic sports and its industrial characteristics, through the analysis of the current situation of the development of electronic sports industry in China, discusses the factors that affect the development of electronic sports industrialization in China. Finally, the trend and choice of e-sports industry growth, investment and entrepreneurship in China are put forward.
【學位授予單位】:對外經濟貿易大學
【學位級別】:碩士
【學位授予年份】:2016
【分類號】:G899

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