eSports Media

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Abstract

eSports media, in contrast to legacy media (print, linear broadcasting), are almost exclusively creators and disseminators of digital content. They can take the form of live competitions on streaming platforms such as Twitch, videos of gameplay and interviews on YouTube, or coverage of the latest League of Legends Spring Championship. The gaming industry is bullish on the potential for eSports growth out of the endemic online culture associated with gaming. However, the value of eSports media rights compared to traditional sports pales in comparison. This chapter considers the current and future landscape of eSports media, starting with an examination of Twitch's pivotal role in promoting and supporting competitive gaming on the streaming platform. It will describe the integration between game publishers and their extensive “do-it-yourself” media operations, as well as the ways independent endemic and mainstream media cover the industry and monetize content.
电子媒体
与传统媒体(印刷、线性广播)相比,电子竞技媒体几乎完全是数字内容的创造者和传播者。他们可以在Twitch等流媒体平台上直播比赛,在YouTube上播放游戏玩法和采访视频,或者报道最新的英雄联盟春季锦标赛。游戏行业看好电子竞技的发展潜力,因为它是与游戏相关的地方性在线文化。然而,与传统体育相比,电子竞技媒体版权的价值相形见绌。这一章考虑了电子竞技媒体的当前和未来前景,从检查Twitch在促进和支持流媒体平台上的竞技游戏中的关键作用开始。它将描述游戏发行商与其广泛的“自己动手”媒体运营之间的整合,以及独立的地方性媒体和主流媒体覆盖行业并将内容货币化的方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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