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  4. Research on Cross-Strait E-sport Industry (2011~2013)—An Examination with the National Competitive Advantage Theory
 
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Research on Cross-Strait E-sport Industry (2011~2013)—An Examination with the National Competitive Advantage Theory

Date Issued
2014
Date
2014
Author(s)
Hsu, Pei-Hao
URI
http://ntur.lib.ntu.edu.tw//handle/246246/262990
Abstract
Research on Cross-Strait E-sport Industry (2011~2013)— An Perspective on the National Competitive Advantage Theory Abstract E-sport industry, which is the newly emerging digital recreation industry combining competing sport, information technology, and recreation industry, can represent the most potential and prosperous item in games industry. The process of game players’ intense rivalry has made video games become a kind of competing sports. In 2009, those who participated e-sport all over the world reached 8,500,000 people, and the output value was around 10 billion US dollars. In South Korea, e-sport has followed soccer and weiqi to become the 3rd major competing sport item. As far as Taiwan is concerned, we won the champion of the 2nd LOL World Series by TPA in 2012, and received the total reward up to 2,000,000 US dollars. Besides, the number of audience who watch the final on TV broadcast reached 11 millions, approximately equal to that of MLB playoffs. Regarding the development of e-sport in Mainland China and Taiwan, although internet and games have developed rapidly, unlike e-sport in South Korea that obtains strong support from Government and large-scale enterprises, both encounter many obstacles on the road of development. China listed e-sport as the 99th sport item in 2003, and China Electronic Sport Center (abbreviation CESPC) as well as E-sport Professional Stadium was authorized to be established by General Administration of Sport of China in Beijing in 2004. Moreover, during 2006 to 2009, China official held four China E-sport Professional Player Leagues, but it discontinued later. Presently, e-sport games in China primarily focused on short-term leagues without the long-term and stable game type led by the association, which results in loss of many brilliant payers. In Taiwan, the development of e-sport was dominated by enterprises without any policy directly supported by the government in the past. After the establishment of Taiwan e-Sports League (abbreviation TESL) in 2008, e-sport started to develop steadily with certain scale. In 2009, the games were live broadcasted by VideoLand Sport TV Station. In 2012, EGAMER held First Division E-sport League to provide a stable source of excellent players. By means of six major elements of National Competitive Advantages Theory, this paper explores the cross-strait development states of e-sport industry and the future directions with respect to production main elements, requirement conditions, enterprise strategies, structures, horizontal competition, relative supportive industries and opportunities, and role of government.
Subjects
電子競技
遊戲
產業
國家競爭優勢理論
鑽石理論
Type
thesis
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