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21.
我国电子竞技产业SCP分析研究   总被引:1,自引:0,他引:1  
运用SCP模型对我国电子竞技市场的市场结构、市场行为和市场绩效进行分析.研究认为随着竞争的不断加剧和利益主体的不断进入,我国电子竞技市场逐渐形成了一个中(上)寡占型集中市场状态;整个行业经营行为较为粗放,定价行为单一,广告促销和市场推广表现温和,市场资源配置效率有待提高.因此有必要通过政府加大政策支持力度、企业加强产品创新、公共服务组织加强市场行为监管和人才队伍培育等措施,以促进中国电子竞技产业更好发展.  相似文献   
22.
As electronic sports (e-sports)—the configuration of competitive videogaming as spectator sport—surges in popularity, industry organizations such as Major League Gaming (MLG) continue to experiment with techniques for capturing, and capitalizing on, the work of watching play. This article critically considers these techniques of “audiencing” by comparing observations of two MLG tournaments, in 2008 and 2012, situating them within broader cultural, technological, and economic transformations in the competitive gaming landscape. Even as games continue to be lauded as “participatory” media, this account shows a shift within some e-sports contexts towards rebuilding, rather than blurring, the boundaries between content producers and audiences.  相似文献   
23.
Abstract

The paper examines the development of competitive gaming in China in the past three decades. In the early years, gaming enthusiasts in China organized competitions on a voluntary basis. From the late 1990s, profit-driven gaming companies began to organize and sponsor video game competitions across the country. The past 15 years have seen the commercialization and professionalization of competitive gaming, and the development of the new concept of ‘e-sports’. E-sports draw participants and audiences from China’s rapidly expanding online gaming community. While gaming companies, live-streaming services, and online gaming platforms are making millions of dollars in profits, the booming e-sports culture has facilitated the growth of the online gaming market and contributed to the formation of a vast cohort of online gaming addicts in China. Parents, educationists, and doctors have expressed growing concern over the social and health costs of the e-sports industry. Academia, media, and the general public are becoming more cautious about the development of the e-sports industry, which mostly targets a vulnerable group made up of the country’s children, teens, and young adults.  相似文献   
24.
电子游戏对青少年的影响 ,负面评价似乎一直占主流 ,包括电子竞技在内的多种游戏方式有被“妖魔化”之嫌 !本文认为 ,电子竞技在“体育”、“德育”、“智育”、“美育”、“技术教育”和“群育”等方面具有教育价值 ,健康安全的电子竞技活动可以成为信息时代推动青少年全面发展的重要内容之一  相似文献   
25.
采用文献资料法,对电子竞技体育运动的产业化现状进行了调查和分析。结论:电子竞技体育可大力推动体育产业的发展,但是我国电子竞技体育运动尚处在发展阶段,政府的重视不够,竞赛市场处于一种自发无序的状态,当务之急是引导电子竞技体育产业向健康方向发展。  相似文献   
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