The current situation and future development of e-sports club in China and Finland
Huang, Haofeng (2019)
Huang, Haofeng
2019
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202001071063
https://urn.fi/URN:NBN:fi:amk-202001071063
Tiivistelmä
Electronic sports is a new form of sports, containing unlimited potential. With the popularity of personal computers and the expansion of network coverage, they are becoming more and more popular all over the world. Through the rapid growth of e-sports in recent years, forming a virtuous circle of industrial chain. However, compared with Finland, China, a country with strong traditional ideology, still encounters a lot of resistance, which requires people to deeply understand that it is not only a sport, but also a new growth point of modern economy. The purpose of this thesis is to study the factors that influence the development of e-sports clubs. First, through in-depth analysis of each representative e-sports club, ENCE e-sports club (Finland) and SMG e-sports club (China, TEAM 17 E-sports Club) history, current situation and future development planning. Second, the research focuses on the influence of sponsors, competition bonuses, commercial activities and peripheral income (live broadcast, offline activities and derivative products) on the development of e-sports clubs, and makes a comparison with the development of traditional sports clubs. The main research methods include secondary data, data analysis, SWOT analysis, qualitative analysis and literature research. The key factors for the slow development of China's e-sports industry are the lack of highly international vision, lack of clear policies, low level of game education, and loose industrial ties. The advantages of SMG E-sports club are star players and "E-sports + music". The disadvantage is that there are not enough competitive events and the quality of players is not high. The opportunity is to diversify international events and business models. The threat is vicious competition in the industry and unclear policies. The key factors for the rapid development of Finnish e-sports industry are highly international vision, strong government support, high-level game education and close industrial ties. The advantages of the end E-sports club are star players, stable capital chain and its own club culture. The disadvantage is that there are not enough competitive events. Opportunities are clear policies, large market capacity and diversified business models. The threat is vicious competition in the industry.
Kokoelmat
Samankaltainen aineisto
Näytetään aineisto, joilla on samankaltaisia nimekkeitä, tekijöitä tai asiasanoja.
-
E-Sports Cluj : How to improve the activities of an e-sports organization
Copadineanu, Dragos (Laurea-ammattikorkeakoulu, 2014)With the e-sports phenomenon on the rise worldwide, an initiative was taken by several people from Cluj-Napoca, Romania in order to create a solid e-sports event in the local area, called E-sports Cluj (ESC). To further ... -
The Value of E-Sports Is in the Eye of the Beholder, But Can E-Sports Operators Influence What the Spectators See?
Jalonen, Harri (Scientific Research Publishing, Inc., 2019)This article considers the societal discussion revolving around e-sports to be a reflection of the incommensurability of different means of value justification. The article seeks an answer to the question of how e-sports ... -
How to bring traditional sports marketing into eSports
Sipilä, Aleksi (2020)Tämä tutkielma keskittyy siihen, kuinka perinteisen urheilun markkinointi voidaan tuoda e-urheiluun ja kuinka perinteinen urheilu on adaptoitunut digitaalisen markkinoinnin aikaan ja mitä e-urheilu voi oppia perinteisen ...