本科论文
目 录
摘要 ....................................................................................................................... 1 Abstract .................................................................................................................. 2 引言 ....................................................................................................................... 3 1.调查背景 ............................................................................................................ 4 1.1什么是电子竞技 ....................................................................................... 4 1.2什么是电子竞技赛事 ............................................................................... 4 1.3中国英雄联盟电竞赛事产业现状 ........................................................... 4 1.4中国英雄联盟电竞赛事特点 ................................................................... 6 2.方案与设计 ........................................................................................................ 7 2.1调查方法 ................................................................................................... 7 2.2调查范围 ................................................................................................... 7 2.3调查内容 ................................................................................................... 7 3.内容分析与结论 ................................................................................................ 8 3.1英雄联盟赛事的发展特征分析 ............................................................... 8 3.1.1专业赛事品牌的建立 ...................................................................... 8 3.1.2第三方赛事不断发展 ...................................................................... 8 3.1.3英雄联盟赛事受众不断增长 .......................................................... 8 3.2英雄联盟赛事的商业化发展分析 ......................................................... 10 3.2.1赛事版权商业化 ............................................................................ 10 3.2.2赛事赞助商业化 ............................................................................ 10 3.2.3赛事衍生品商业化 ........................................................................ 11 3.2.4赛事媒体商业化 ............................................................................ 11 3.2.5赛事名人与明星的出现 ................................................................ 12 4.问题与解决方法 .............................................................................................. 13 4.1英雄联盟赛事目前存在的问题 ............................................................. 13 4.1.1赛事品牌单一 ................................................................................ 13 4.1.2从业人员薪资分配不合理 ............................................................ 13
本科论文
4.1.3缺乏专业电竞人才 ........................................................................ 13 4.2英雄联盟赛事问题解决方案 ................................................................. 14 4.2.1打造优质赛事IP ........................................................................... 14 4.2.2完善赛事体制与赛事制度 ............................................................ 14 4.2.3为电竞争取更高社会认同 ............................................................ 15 4.2.4培养专业电竞人才 ........................................................................ 15 结论 ..................................................................................................................... 16 参考文献 ............................................................................................................. 17 致谢 ..................................................................................................................... 19
本科论文
摘 要
2019年11月10日,FPX战队夺得英雄联盟S9冠军。这是自英雄联盟母公司RIOT举办S系列全球总决赛以来,LPL赛区第二次夺得英雄联盟全球总决赛冠军
外媒Inven Global发表了一篇题为《Numbers explained: A rundown of curious records in League of Legends in 2019》的文章,文章中提到2019年S赛观看人数峰值达到了惊人的4400万人,平均每分钟的观赛人数就有2180万,电子竞技赛事在如今社会中的影响力可见一斑。
由于英雄联盟赛事在中国乃至世界范围内都具有强大的影响力,本课题旨在通过对目前中国国内英雄联盟电子竞技赛事的研究,对国内电子竞技赛事发展有更详细而深入的研究,从而推动中国电子竞技赛事的发展。
关键词:电子竞技;英雄联盟;电子竞技赛事
本科论文
Abstract
On November 10, 2019, the FPX team won the League of Legends S9 championship. This is the second time since the League of Legends parent company RIOT held the S Series Global Finals, the LPL division won the League of Legends Global Finals for the second time
Foreign media Inven Global published an article titled \rundown of curious records in League of Legends in 2019\article mentioned that the peak number of viewers in the S competition in 2019 reached an alarming 44 million people, with an average of There are 21.8 million watchers in minutes, and the influence of e-sports events in today's society is evident.
Since League of Legends events have a strong influence in China and even around the world, this topic aims to promote more detailed and in-depth research on the development of domestic e-sports events by studying the current domestic League of Legends e-sports events in China. The development of Chinese e-sports events.
Keywords:ESports; LeagueofLegends; eSportsevents