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In recent years, the e-sports industry has developed rapidly in the world As an emerging industry, it benefits from the renewal of advanced science and technology, the development of network technology, the increase of professional level of e-sports events, the increasing scale of e-sports users, and the expanding consumer groups. And it has been paid more and more attention by all countries as a green industry. In South Korea, the e-sports industry started early with strong support from the government, forming a relatively good e-sports atmosphere, leading ahead the rest of the world in the club management, the event promotion, the athlete training, etc, and South Korea is a real e-sports power. In China, although the e-sports industry started early, it is limited by many factors and has the dependence effect of imitating South Korea. China's e-sports industry has a high similarity with South Korea's e-sports industry in the industrial structure, the athlete training, the business promotion and the policy system. However, in the 21st century, the simple imitation of South Korea's experience and the disordered investment market have led to the embarrassing situation that China's e-sports is Big but not Strong.
This book aims at China's economic and social development, which has embarked on a new journey. It collects more than 20 major research achievements of researchers in relevant fields of the Chinese Academy of Social Sciences. These topics cover rural revitalization and anti-poverty, industrialization and manufacturing transformation, service industry upgrading, fiscal and taxation system and fiscal sustainability, major financial reform, industry and competition policy, ownership structure, new pattern of opening up, digital economy, innovation driven, financial stability, macro-control, new urbanization, regional development, ecological environment, aging population, labor market, income distribution, social governance, people's livelihood, social security, the rule of law, cultural power, and other major issues. This book helps people from all walks of life better understand and grasp the new trends, opportunities, and challenges of China's economic and social development in the future and provides useful reference for thinking about China's medium and long-term development strategy and development path.
This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. As a new cultural phenomenon, eSports are politically, economically, culturally, and socially suited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry. The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.
This book showcases new research in sport business management around the world, offering a platform for the international exchange of ideas, best practices, and scientific inquiries in a globalized sport economy. Featuring work from leading sport management scholars from around the world – including North America, South America, Europe, Africa, and Asia – the book addresses a variety of global, regional, national, and community issues that are central to successful sport management. Combining both qualitative and quantitative studies, it explores key themes such as the emergent environment, managing change, organizational transformation, application of technology, marketing and promotion, and research protocols. New case studies cover topics such as entrepreneurship and innovation, sport broadcasting, digital technologies, youth and college sports, and the development of the sport management curriculum. International Sport Business Management is a fascinating reading for all students and scholars of sport management, sport business, and sport marketing, as well as for any professional working in the sport and leisure industries.
Global eSports explores the recent surge of eSports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing eSports, the contributors analyze the rapid growth of eSports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why eSports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of eSports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy eSports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global eSports culture.
This is an open access book.With the rapid development of modern economy and Internet technology, the traditional financial industry has to develop Internet finance to provide better services and meet the needs of the times. It is against this background that the blockchain, relying on its special advantages (collective maintenance, reliable databases, and decentralization), provides the reliability to solve the credit risk of Internet finance, has an impact on institutions, trust mechanisms, risk control, etc. in the Internet finance industry, and has derived more new application scenarios, thus paving the way for the development of finance in the Internet era. Applying blockchain technology to the financial field can promote data information sharing, improve value transmission efficiency, and enhance database security. The financial market based on the decentralized system of blockchain technology can reduce the operating costs of financial institutions, improve economic efficiency, and solve problems such as information asymmetry. The new financial business model of "blockchain+finance" is conducive to improving the Internet credit reporting system, preventing and controlling Internet financial risks, and further realizing "financial disintermediation". At present, in China's financial field, blockchain technology has been applied and innovated in supply chain finance, cross-border payment, trade finance, asset securitization and other scenarios. To promote the exchange and development of blockchain, information technology and financial experts and scholars. The 2nd International Academic Conference on Blockchain, Information Technology and Smart Finance (ICBIS 2023) will be held in Hangzhou from February 17 to 19, 2023. This conference mainly focuses on the latest research on "blockchain, information technology and smart finance". This conference brings together experts, scholars, researchers and relevant practitioners in this field from all over the world to share research results, discuss hot issues, and provide participants with cutting-edge scientific and technological information, so that you can timely understand the development trends of the industry and master the latest technologies, broaden research horizons and promote academic progress.
This book gathers invited top experts on Public-Private partnership (PPP) in China, from both theoretical and practical fields, to present the most comprehensive analyses of PPP’s practice in China up to 2017. This timely book offers researchers and practitioners a thorough understanding of the PPP’s development in China, including its definition, its modes, its features as well as its many kinds of applications into different industries including medical care, environmental protection, education, public works, park development, etc. It addresses diverse themes in PPP analyses such as quantitative analyses and qualitative analyses; data statistics and case study, theoretical framework modeling and field study verification. The book is an overview of the Chinese PPP development through 2017.
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Learn about the rapidly expanding esports industry in Esports Business Management. Written by esports executives and experts and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation, this is a comprehensive introduction to the world of esports.
This is an open access book. With the support of universities and the research of AEIC Academic Exchange Center, The 2nd International Conference on Economic Development and Business Culture (ICEDBC 2022) will be held in Dali from June 24th to 26th. Compared with previous conferences, it will discuss more in-depth economic independent innovation, open cooperation and innovative business culture under the background of the new development stage, new situation and new journey era. There will be a broad exchange environment. Well-known experts, scholars or entrepreneurs in the field will be invited to make keynote reports. Contributing authors are also very welcome to actively participate in the conference and build an academic exchange ceremony.