E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI

Autor: Ding-Yu Huang, 黃鼎淯
Rok vydání: 2019
Druh dokumentu: 學位論文 ; thesis
Popis: 107
Due to the fast development of recent technology, most people have their own computer or laptop. Moreover, everyone is used to carry the mobile phone with him/her everywhere. According to the statistics, nearly 80% of people use their mobile phone at least 2 hours per day; you can tell that technology impacts us a lot in these days. When people who are boring, teenagers tend to play mobile games or online games as a hobby, in addition, more people like to watch others play games live broadcasting or videos on social media-YouTube, which are the highlights of other players in the games. This is a new type of industry and marketing strategy that emerges in this generation. In early 20th decade, e-sport games are just beginning to come into people’s eyes, which are in a groping era, only a few participants joined in this industry. In the beginning, e-sport is using Arcade to compete to each other; people get together to join a tournament. As the Internet becoming popular, people can compete each other online. From then on, e-sport gamers start to grow rapidly, and uncover the future of e-sport games. In the beginning, gaming companies positioned games as entertainment, stand-alone games or killing monster games as mainstream, after games like Counter-Strike become popular, game developer start to develop games which is amused to watch, unique, skillful and easy to play, using more aspects to research and development, and created League of Legend e-sport game which is popular all over the world for many years. Since then e-sport games grow quickly, Korean government also put effort to build Korea as an e-sport game country. Furthermore, the historical country such as America and Europe, they also build a lot gaming club to raise new e-sport gamer to become professional. E-sport is just like traditional sports; every player practices for many days and even years to be in the games, and improves him or herself to become professional. This research analyzes four well-known e-sport companies and agents through their games, and backgrounds. Implications and future business opportunities are then discussed.
Databáze: Networked Digital Library of Theses & Dissertations