【正文】
規(guī)范化管理 12(三)建立電競(jìng)?cè)瞬排囵B(yǎng)機(jī)制 12(四)細(xì)化產(chǎn)業(yè)鏈,打造電競(jìng)生態(tài)結(jié)構(gòu) 13(五)小結(jié) 14結(jié) 論 14參考文獻(xiàn) 15致 謝 15精選資料引 言電子競(jìng)技作為最近興起的熱門(mén)行業(yè),受到越來(lái)越多人的關(guān)注,然而大眾對(duì)于電子競(jìng)技的概念類型還不熟悉,李宗浩(2004)提出電子競(jìng)技是借助計(jì)算機(jī)技術(shù)的一種競(jìng)技運(yùn)動(dòng),它包含三個(gè)要素,分別是電子,人與人之間的競(jìng)賽和競(jìng)技運(yùn)動(dòng),并將電子競(jìng)技游戲分為技能類和技能與智能結(jié)合類,伴隨21世紀(jì)計(jì)算機(jī)網(wǎng)絡(luò)技術(shù)的普及,電子競(jìng)技在一些發(fā)達(dá)國(guó)家比如韓國(guó)和美國(guó)快速發(fā)展,并和傳統(tǒng)的體育項(xiàng)目一樣舉辦了多個(gè)電競(jìng)賽事,具備了成熟的市場(chǎng)和規(guī)模,在韓國(guó),電子競(jìng)技甚至超越了汽車工業(yè)成為第二大產(chǎn)業(yè)[1],何威(2004)則通過(guò)電子競(jìng)技、網(wǎng)絡(luò)游戲和電子游戲比較得出,電子游戲是一種在虛擬環(huán)境中的人工智能,電子游戲是電子競(jìng)技的一種載體,電子游戲的的競(jìng)爭(zhēng)要素在未來(lái)將發(fā)展為電子競(jìng)技[2]。League of Legends。關(guān)鍵詞:電子競(jìng)技;英雄聯(lián)盟;市場(chǎng)推廣;行業(yè)發(fā)展AbstractWith the rapid development of our country39。本文以英雄聯(lián)盟在我國(guó)運(yùn)營(yíng)推廣為例,介紹了電子競(jìng)技概念,主要的項(xiàng)目和推廣意義,進(jìn)而分析了英雄聯(lián)盟在我國(guó)的發(fā)展?fàn)顩r,運(yùn)用SWOT理論對(duì)英雄聯(lián)盟研究發(fā)現(xiàn)英雄聯(lián)盟沒(méi)有成熟的產(chǎn)業(yè)鏈,缺乏有效的管理和電競(jìng)?cè)瞬牛瑫r(shí)英雄聯(lián)盟還面臨著山寨游戲和同類優(yōu)秀MOBA游戲的威脅。本人簽名: 日期: 可修改編輯摘 要隨著我國(guó)經(jīng)濟(jì)的快速發(fā)展,生活水平提高,人們有了更多時(shí)間進(jìn)行消遣娛樂(lè),借助互聯(lián)網(wǎng)技術(shù)的電子游戲近幾年在我國(guó)發(fā)展迅速并形成了龐大的市場(chǎng)規(guī)模,產(chǎn)生了電子競(jìng)技行業(yè)。本畢業(yè)論文的知識(shí)產(chǎn)權(quán)歸屬于培養(yǎng)單位。除文中已注明引用的內(nèi)容外,不包含任何其他人或集體已經(jīng)發(fā)表或撰寫(xiě)過(guò)的作品或成果。精選資料畢 業(yè) 論 文論文題目 電子競(jìng)技行業(yè)在我國(guó)的發(fā)展 策略研究—以英雄聯(lián)盟為例學(xué) 院 經(jīng)濟(jì)與管理學(xué)院 專 業(yè) 市場(chǎng)營(yíng)銷 年 級(jí) 學(xué) 號(hào) 學(xué)生姓名 梁秋明 指導(dǎo)教師 完成時(shí)間 2016 年 月 肇慶學(xué)院教務(wù)處制學(xué)術(shù)誠(chéng)信聲明本人所呈交的畢業(yè)論文,是在指導(dǎo)教師的指導(dǎo)下獨(dú)立完成。研究工作所取得的成果、數(shù)據(jù)、圖片資料均真實(shí)可靠。對(duì)本論文的研究做出重要貢獻(xiàn)的個(gè)人和集體,均已在文中以明確的方式標(biāo)明。本人完全意識(shí)到本聲明的法律結(jié)果由本人承擔(dān)。作為新興的電子競(jìng)技行業(yè),其發(fā)展?jié)摿秃髣糯?,涉及相關(guān)產(chǎn)業(yè)鏈較多,具有較大的市場(chǎng)經(jīng)濟(jì)價(jià)值,然而電子競(jìng)技在我國(guó)發(fā)展時(shí)間不長(zhǎng),面臨著大眾對(duì)電子競(jìng)技存在誤解,相關(guān)的管理運(yùn)營(yíng)經(jīng)驗(yàn)不成熟,基礎(chǔ)薄弱等問(wèn)題。經(jīng)過(guò)研究得出,必須加大政府和媒體的宣傳和支持力度,成立專門(mén)的電子競(jìng)技協(xié)會(huì)來(lái)對(duì)職業(yè)賽事和俱樂(lè)部進(jìn)行規(guī)范管理、建立人才培養(yǎng)機(jī)制和完善細(xì)化產(chǎn)業(yè)鏈,打造電競(jìng)生態(tài)結(jié)構(gòu)才能使電子競(jìng)技健康發(fā)展。s economy, living standards improve, people have more time for entertainment, with the help of the Internet technology of video games in our country has developed rapidly in recent years and formed a huge market scale, the electronic industry. As emerging esports industry, its development potential and staying power is big, which involves many related industry chain, has great value of market economy, the electronic sports in our country development time is not long, however, faced with mass of esports misunderstandings, related management experience is not mature, foundation is weak, and so on. This article select League of legends operation in our country as an example, this paper introduces the concept of esports, major projects and promotion of meaning, and then analyzes the League of legends promotion situation in our country, the SWOT theory to hero alliance study found League of legends without mature industry chain, esports talents, lack of effective management and at the same time League of legends is also facing the stronghold games and similar excellent MOBA games threat. Through the study, it is necessary to intensify propaganda and support from the government and the media, set up special electronic athletic association to standardize the management of professional sports and clubs, set up the mechanism of talent training and improve the refining industry chain, build esports ecological structure to make the healthy development of esports. Key words: Esports。marketing。馮宇超(2003)認(rèn)為,現(xiàn)代年輕人經(jīng)常接觸電腦,容易接受新事物,天性好動(dòng)熱愛(ài)競(jìng)技,未來(lái)的電子競(jìng)技將更加的普及和職業(yè)化[3]。和國(guó)外的電子競(jìng)技市場(chǎng)相比,國(guó)內(nèi)電競(jìng)還不成熟,魏尊(2015)就指出了中國(guó)在電競(jìng)俱樂(lè)部方面管理不足等問(wèn)題。因此楊敬研(2010)等人根據(jù)韓國(guó)電子競(jìng)技發(fā)展提出游戲文化必須符合國(guó)家的文化價(jià)值觀,利用游戲的競(jìng)技性來(lái)發(fā)揮電競(jìng)的積極影響,提高人們對(duì)游戲文化的認(rèn)可[6]。在我國(guó)一些傳統(tǒng)經(jīng)濟(jì)元素在快速發(fā)展的同時(shí)也面臨著產(chǎn)能過(guò)剩的問(wèn)題,因此亟需尋找一些新興產(chǎn)業(yè)來(lái)推動(dòng)產(chǎn)業(yè)結(jié)構(gòu)的調(diào)整,發(fā)掘經(jīng)濟(jì)新的增長(zhǎng)點(diǎn),推動(dòng)經(jīng)濟(jì)可持續(xù)發(fā)展。電競(jìng)由