电子竞技在俄罗斯的营销对象和社会现象

V. Solodnikov, V. I. Timofeeva
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引用次数: 0

摘要

本文探讨了计算机体育这一相对较新的概念。到目前为止,计算机运动(或电子竞技)主要由商业和营销代表进行研究。研究人员的注意力主要集中在它的目标受众,包括选手和观众,电竞学科的主要类型和标准,以及商业成功的指标。本文基于四位作者的定性研究结果和二手数据分析,依次描述了俄罗斯电子竞技市场的关键参与者:电子竞技组织、广告商/赞助商、覆盖比赛的媒体平台、参赛队伍和观众。考虑组织/控股单位(电子竞技竞技场,广告公司和团队本身)的主要相互关联的结构组件。此外,还介绍了电子竞技选手的专家评估,不仅可以评估电子竞技选手招募的特殊性,还可以评估他们的业余/专业程度,对选手年龄限制的态度以及国家对电子竞技发展的控制,电子竞技作为广告市场的潜力,总的来说,俄罗斯电子竞技市场的现状及其发展前景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
ESports in Russia as a Marketing Object and Social Phenomenon
The article discusses the relatively new concept of computer sports. Computer sports (or eSports) have so far been studied mainly by representatives of business and marketing. The attention of researchers was mainly attracted by its target audience, both players and spectators, the main types and criteria of eSports disciplines, as well as indicators of commercial success. Based on the results of four author’s qualitative local studies and secondary data analysis, the article successively describes the key actors in the Russian eSports market: eSports organizations, advertisers/sponsors, media platforms covering tournaments, participating teams and spectators. The main interconnected structural components of the organization / units of the holding (eSports arenas, advertising agency and the teams themselves) are considered. Also presented are expert assessments from eSports competitors, allowing the evaluation of not only the peculiarities of the recruitment of eSports competitors, but also of the degree of their amateurism/professionalism, the attitude toward age restrictions on competitors and toward state control over the development of eSports, the potential of eSports as an advertising market and, generally, the current state of the eSports market in Russia, as well as its prospects for development.
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