电子竞技俱乐部在媒体空间中的工作:特色

O. Petryk, Alexander Meleshchenko, Anastasiia Volobuieva
{"title":"电子竞技俱乐部在媒体空间中的工作:特色","authors":"O. Petryk, Alexander Meleshchenko, Anastasiia Volobuieva","doi":"10.17721/2312-5160.2020.28.28-42","DOIUrl":null,"url":null,"abstract":"On 7 May 2015, the term “esports” was officially added to one of the most extensive online English dictionaries “Dictionary.com.” The dictionary gives the following definition of the term “esports”: “competitive tournaments of video games, especially among professional gamers” (IGN, 2015). The history of esports began in the late 20th century with the game Quake, which allowed users to play together through a LAN or internet network. Since then, a tremendous number of new esports leagues have emerged. Every year, game publishers promote esports disciplines; create a media space around them, and make competitively oriented games, creating an active audience. The popularity of computer-based esports grows each year at an increasing speed. Therefore, it is not surprising that the traditional for typical sports (football, basketball, volleyball, etc.) model of interaction between professional players (esports athletes) and sports clubs (esports organizations) emerged quite rapidly. This interaction aims to optimize the training process to increase athletic achievements and develop the media component for players and clubs. This article analyzes how esports clubs function in media spaces: their goals, tools, strategies, results, and development prospects on the examples and experience of professional esports organizations in Germany, Finland, and China.","PeriodicalId":34750,"journal":{"name":"Aktual''ni pitannia masovoi komunikatsii","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Esports Clubs’ Work in Media Spaces: Distinctive Features\",\"authors\":\"O. Petryk, Alexander Meleshchenko, Anastasiia Volobuieva\",\"doi\":\"10.17721/2312-5160.2020.28.28-42\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"On 7 May 2015, the term “esports” was officially added to one of the most extensive online English dictionaries “Dictionary.com.” The dictionary gives the following definition of the term “esports”: “competitive tournaments of video games, especially among professional gamers” (IGN, 2015). The history of esports began in the late 20th century with the game Quake, which allowed users to play together through a LAN or internet network. Since then, a tremendous number of new esports leagues have emerged. Every year, game publishers promote esports disciplines; create a media space around them, and make competitively oriented games, creating an active audience. The popularity of computer-based esports grows each year at an increasing speed. Therefore, it is not surprising that the traditional for typical sports (football, basketball, volleyball, etc.) model of interaction between professional players (esports athletes) and sports clubs (esports organizations) emerged quite rapidly. This interaction aims to optimize the training process to increase athletic achievements and develop the media component for players and clubs. This article analyzes how esports clubs function in media spaces: their goals, tools, strategies, results, and development prospects on the examples and experience of professional esports organizations in Germany, Finland, and China.\",\"PeriodicalId\":34750,\"journal\":{\"name\":\"Aktual''ni pitannia masovoi komunikatsii\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Aktual''ni pitannia masovoi komunikatsii\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.17721/2312-5160.2020.28.28-42\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Aktual''ni pitannia masovoi komunikatsii","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17721/2312-5160.2020.28.28-42","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

2015年5月7日,“电子竞技”一词正式被收录到最广泛的在线英语词典之一“Dictionary.com”中,词典给出了“电子竞技”一词的定义:“电子游戏的竞技比赛,特别是在职业玩家之间”(IGN, 2015)。电子竞技的历史始于20世纪末的《Quake》,这款游戏允许用户通过局域网或互联网一起玩游戏。从那以后,出现了大量新的电子竞技联盟。每年,游戏发行商都会推广电子竞技学科;在他们周围创造一个媒体空间,制作以竞争为导向的游戏,创造活跃的用户。基于电脑的电子竞技每年都在以越来越快的速度增长。因此,传统的针对典型体育项目(足球、篮球、排球等)的职业选手(电竞运动员)与体育俱乐部(电竞组织)之间的互动模式迅速出现也就不足为奇了。这种互动旨在优化训练过程,以提高运动成绩,并为球员和俱乐部开发媒体组件。本文以德国、芬兰和中国的专业电子竞技组织为例,分析了电子竞技俱乐部如何在媒体空间中发挥作用:他们的目标、工具、策略、结果和发展前景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Esports Clubs’ Work in Media Spaces: Distinctive Features
On 7 May 2015, the term “esports” was officially added to one of the most extensive online English dictionaries “Dictionary.com.” The dictionary gives the following definition of the term “esports”: “competitive tournaments of video games, especially among professional gamers” (IGN, 2015). The history of esports began in the late 20th century with the game Quake, which allowed users to play together through a LAN or internet network. Since then, a tremendous number of new esports leagues have emerged. Every year, game publishers promote esports disciplines; create a media space around them, and make competitively oriented games, creating an active audience. The popularity of computer-based esports grows each year at an increasing speed. Therefore, it is not surprising that the traditional for typical sports (football, basketball, volleyball, etc.) model of interaction between professional players (esports athletes) and sports clubs (esports organizations) emerged quite rapidly. This interaction aims to optimize the training process to increase athletic achievements and develop the media component for players and clubs. This article analyzes how esports clubs function in media spaces: their goals, tools, strategies, results, and development prospects on the examples and experience of professional esports organizations in Germany, Finland, and China.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
9
审稿时长
10 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信