通过国际案例考察匈牙利电子竞技生态系统

A. Molnár, J. Sánta, G. Ráthonyi
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引用次数: 2

摘要

电子竞技在2022年亚运会上非常接近获得奖牌的比赛,最终电子竞技被排除在亚运会之外,但一切都没有失去,只是被推迟了。自从第一次真正的电子竞技比赛以来,我们已经走过了很长的路,第一名的奖品是一年的滚石杂志订阅。在数字化世界的今天,电子竞技的发展速度比其他任何运动都要快,在娱乐产业中也扮演着重要的角色。体育场馆人满为患,全球数百万人观看直播,而且未来的节奏似乎也不会放缓。由于匈牙利正在努力迈向国际舞台,我们的主要目标是对匈牙利的电子竞技生态系统进行全面的回顾,分析电子竞技的国家图景。虽然关于该主题的国内文献不多,但作为二次研究,我们选择使用可用的匈牙利论文来拼凑一个全面的画面。我们一步一步地通过最大的利益相关者前进:发行商,最大的国内比赛,最成功的球员,平台,品牌,当然还有国内圈子的粉丝。JEL代码:Z29
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Examination of the Hungarian esport ecosystem throgh international examples
Esport was very close to be medal awarded competition at the 2022 Asian Games, finally esport excluded from the Asian Games but all is not lost that is delayed. We have come a long way since the first real esport tournament, for which the first-place prize was a year-long Rolling stone magazine subscription. Nowadays in the digitalized world esport develops faster than any other sport, and plays an important role in the entertainment industry as well. Stadiums are crowded, streams are watched by millions worldwide, and the pace doesn’t seem to ease up in the future either. As Hungary is trying to step onto international waters, our main goal was to make a comprehensive review of the Hungarian esport ecosystem analyzing the national picture of electronic sport. Although there is not much domestic literature regarding the topic, as a secondary research we choose to use available Hungarian papers to piece together a comprehensive picture. We move on step by step through the biggest stakeholders: the publishers, the biggest domestic competitions, the most successful players, platforms, brands and of course the fans in domestic circles. JEL code: Z29
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