E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI

碩士 === 淡江大學 === 國際企業學系碩士班 === 107 === Due to the fast development of recent technology, most people have their own computer or laptop. Moreover, everyone is used to carry the mobile phone with him/her everywhere. According to the statistics, nearly 80% of people use their mobile phone at least 2 hou...

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Main Authors: Ding-Yu Huang, 黃鼎淯
Other Authors: Shengxiong Zhang
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/3xnrn4
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spelling ndltd-TW-107TKU051210102019-07-26T03:38:58Z http://ndltd.ncl.edu.tw/handle/3xnrn4 E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI 電子競技發展與趨勢以GARENA、騰訊、暴雪娛樂、育碧娛樂個案分析 Ding-Yu Huang 黃鼎淯 碩士 淡江大學 國際企業學系碩士班 107 Due to the fast development of recent technology, most people have their own computer or laptop. Moreover, everyone is used to carry the mobile phone with him/her everywhere. According to the statistics, nearly 80% of people use their mobile phone at least 2 hours per day; you can tell that technology impacts us a lot in these days. When people who are boring, teenagers tend to play mobile games or online games as a hobby, in addition, more people like to watch others play games live broadcasting or videos on social media-YouTube, which are the highlights of other players in the games. This is a new type of industry and marketing strategy that emerges in this generation. In early 20th decade, e-sport games are just beginning to come into people’s eyes, which are in a groping era, only a few participants joined in this industry. In the beginning, e-sport is using Arcade to compete to each other; people get together to join a tournament. As the Internet becoming popular, people can compete each other online. From then on, e-sport gamers start to grow rapidly, and uncover the future of e-sport games. In the beginning, gaming companies positioned games as entertainment, stand-alone games or killing monster games as mainstream, after games like Counter-Strike become popular, game developer start to develop games which is amused to watch, unique, skillful and easy to play, using more aspects to research and development, and created League of Legend e-sport game which is popular all over the world for many years. Since then e-sport games grow quickly, Korean government also put effort to build Korea as an e-sport game country. Furthermore, the historical country such as America and Europe, they also build a lot gaming club to raise new e-sport gamer to become professional. E-sport is just like traditional sports; every player practices for many days and even years to be in the games, and improves him or herself to become professional. This research analyzes four well-known e-sport companies and agents through their games, and backgrounds. Implications and future business opportunities are then discussed. Shengxiong Zhang 張勝雄 2019 學位論文 ; thesis 38 zh-TW
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description 碩士 === 淡江大學 === 國際企業學系碩士班 === 107 === Due to the fast development of recent technology, most people have their own computer or laptop. Moreover, everyone is used to carry the mobile phone with him/her everywhere. According to the statistics, nearly 80% of people use their mobile phone at least 2 hours per day; you can tell that technology impacts us a lot in these days. When people who are boring, teenagers tend to play mobile games or online games as a hobby, in addition, more people like to watch others play games live broadcasting or videos on social media-YouTube, which are the highlights of other players in the games. This is a new type of industry and marketing strategy that emerges in this generation. In early 20th decade, e-sport games are just beginning to come into people’s eyes, which are in a groping era, only a few participants joined in this industry. In the beginning, e-sport is using Arcade to compete to each other; people get together to join a tournament. As the Internet becoming popular, people can compete each other online. From then on, e-sport gamers start to grow rapidly, and uncover the future of e-sport games. In the beginning, gaming companies positioned games as entertainment, stand-alone games or killing monster games as mainstream, after games like Counter-Strike become popular, game developer start to develop games which is amused to watch, unique, skillful and easy to play, using more aspects to research and development, and created League of Legend e-sport game which is popular all over the world for many years. Since then e-sport games grow quickly, Korean government also put effort to build Korea as an e-sport game country. Furthermore, the historical country such as America and Europe, they also build a lot gaming club to raise new e-sport gamer to become professional. E-sport is just like traditional sports; every player practices for many days and even years to be in the games, and improves him or herself to become professional. This research analyzes four well-known e-sport companies and agents through their games, and backgrounds. Implications and future business opportunities are then discussed.
author2 Shengxiong Zhang
author_facet Shengxiong Zhang
Ding-Yu Huang
黃鼎淯
author Ding-Yu Huang
黃鼎淯
spellingShingle Ding-Yu Huang
黃鼎淯
E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI
author_sort Ding-Yu Huang
title E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI
title_short E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI
title_full E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI
title_fullStr E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI
title_full_unstemmed E-sport development and trend- Case Study of Garena、Tencent、Blizzard and UBI
title_sort e-sport development and trend- case study of garena、tencent、blizzard and ubi
publishDate 2019
url http://ndltd.ncl.edu.tw/handle/3xnrn4
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