我国电子竞技产业的发展研究
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摘要
电子竞技运动是一种新兴的体育运动,与传统体育项目一样,通过自身规则的统一性和对抗的公平性,吸引到全世界范围内的众多参与者。电子竞技产业因而得到迅猛发展,目前,全球形成了CPL、ESWC、WCG1三大联盟三足鼎立的局面。2003年11月18日,电子竞技被国家体育总局正式确认为中国开展的第99个体育运动项目。以电子竞技的开发、推广、表演为主要内容的电子竞技产业已经形成雏形。
     与西方国家在竞争中自发演变的体育产业不同,我国的体育竞技产业是伴随着计划经济向市场经济的过渡产生的,是由政府主管部门推动建立的,例如足球联赛、篮球联赛等。而在政府主导我国电子竞技产业发展之前,电子竞技产业的萌芽早在2000年初就已出现,并有一定的发展。从产业自身演变的规律和竞争促进创新的角度来看,其他体育产业相比,我国电子竞技产业的演变孕育着我国未来体育产业模式的发展方向之一。
     本文从制度安排所产生的成本入手,分析我国电子竞技产业的现状,力求从制度上寻找制约电子竞技产业发展的因素,探讨电子竞技产业未来的发展趋势,促进其顺利发展。基于信息技术而发展起来的电子竞技运动,由于信息技术的日新月异,也在一日千里的发展变化。在电子竞技产业的发展过程,因而也充满了变数和机遇。与之相配套的相关产业政策和管理规定,也必定要接受市场经济的考验,目前,从宏观上,我国的相关产业政策是鼓励电子竞技发展的,但在具体规章中,却以限制性和规定制度为主,缺乏促进产业升级的发展性鼓励性制度,另外,与电子竞技内容相关的管理内容还没有出台,这在一定程度上也阻碍了电子竞技产业的发展。造成这种状况的原因很复杂,既有传统认识上的误区,也有部门之间利益上的争夺,等等。
     本文从电子竞技产业的概念开始,分析其分类和项目设置,从制度安排的角度,分析相对成熟的世界电子竞技产业联盟的案例,然后,结合我国电子竞技产业发展的背景,分析我国电子竞技产业的赛事运作、赞助商运作、传媒运作以及政策等相关制约条件,最后通过SWOT模型提出合理化建议。
The E-sports is one of newly-emerged sports, like the traditional sports, attracting billoins of participants all of the world through its own uniformity of rules and fairness of the confrontation. By the rapid development of E-sports industry , there are three biggest games in the wold, CPL, ESWC and WCG. The National Sports Bureau listed the E-sports as the 99th formal sports item in China on November 18, 2003. The E-sports industry including development、promotion and performance has been formed to take shape.
     Different of the sports industry in Europe and America taking place by itself, the sports industry in China has been established and promoted by the Government with the process of the planned economy to market economy , such as the Football League and the Basketball League. The E-sports industry in China had appeared in 2000, from the views of the evolution laws of the industry and the rules of innovation from competitiveness, The E-sports industry maybe produce the new sports industry forms of future in China and become the direction of development.
     Based on the cost of institutional arrangements ,this paper analysis of the status of the E-sports industry in China and to find constraints in institutional arrangements and discussions on the direction of the E-sports industry in the future in China to promote its development. As information technology advancing, the E-sports based on information technology gets rapid development and changes. There are full of variables and opportunities in the process of the development of The E-sports industry. Related industrial policies and regulations must also accept the test of the market. At present, at the the macro level, China's industry policy is to encourage the development of the E-sports industry, however, the specific regulations are mainly restrictive and provisions and lack of institutional arrangements to promot the industry upgrading. In addition, the management related the content of the E-sports industry has not yet promulgated, so the E-sports industry have been hindered to a certain extent. The reasons for this state of affairs are very complex. There are not only the errors of traditional understanding of the E-sports, but also the sector between the interests.
     Beginning eith concept of the E-sports industry, this paper analysis its classification and project settings, and analysis the cases of the relatively mature the E-sports union in the world from the perspective of institutional arrangements, then combined the background of the development of the E-sports industry in China analysis constraints of the industry such as event operation、sponsors operation、the media operation, and other related operations and policy, finally, gives rationalization proposals by the SWOT model.
引文
1 中华全国体育总会网站 http://www.sport.org.cn/zhuanti/esports_summit/zhuti/2004-01-12/55674.html
    2 GPU :独立于 CPU 的图像处理器,可以大大加快数据的处理速度,增加游戏的流畅性
    3 资料来源:中华全国体育总会网站
    4 李宗浩《电子竞技运动概论》人民体育出版社 2005—12
    5 以上来源 CPL 官方网站:www.thecpl.com
    6 SWeec 和 ZaCard 均为运动员比赛使用的 id,非真实姓名。
    7 资料来源:《电子竞技》2006 年
    8 资料来源:1990、2006《中国统计年鉴》
    9 资料来源:2007 中国互联网络信息中心 CNNIC《第二十次中国互联网发展统计调查报告》。
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