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臺灣電競產業市場之現況分析

A Preliminary Study of Taiwan's E-Sports Industry

摘要


電子競技(簡稱電競)產業在國際上為近十年快速發展的一項新興產業,且國內遊戲人口持續增長、具有龐大的潛在商機、周邊廠商已具備成熟的開發環境。因此,本文旨在探討臺灣電競運動產業市場現況、全球電競產業發展情形及產值,藉由韓國電競產業發展模式作為比較。透過相關文獻資料進行彙整與歸納,其結果發現:中國與韓國的電競已成為國家正式運動項目之一。參照國外電競產業發現,我國當前內部產業優勢為:該賽事之市場具有一定的規模、賽事授權金較少及在硬體相關設備和周邊商品,為當前全球電競產業之重要產地之一;劣勢為:選手流動率較大、沒有自身遊戲產品作為競賽項目、選手訓練方式不完善,以及在整體產業群聚模式上較顯薄弱。政府雖將電競納入《運動產業發展條例》中,但相較於韓國電競產業政府支持、宣傳、贊助商與媒體等各面向,我國仍有改善的空間。因此,我國政府應輔導電競業者或相關聯盟持續辦理賽事,使產業穩定成長;再者,電競專法之制定可列為長期目標,從資訊科技產業、教育和社會風氣,建立一套完整性的規劃。希冀本文之結果,得以提供政府與企業作為適當評估與投資電競產業之參考依據,並予以此產業更近一步的發展建議與方向,帶動整體產業鏈發展。

並列摘要


The electronic sports (e-sports) industry is an emerging industry that has developed rapidly in the past decade. The domestic game population continues to grow, with huge potential business opportunities, and surrounding manufacturers have mature development environments. Therefore, this study aims to explore the current situation of Taiwan's e-sports sports industry market, the development of global e-sports industry, and its output value, with the development model of Korean e-sports industry as a comparison. Through literature review and analysis of collected data, the results found that e-sports in China and South Korea has become one of the official sports events in the country. Referring to the discovery of foreign e-sports industry, our internal industry advantages are the market of the event has a certain scale, less commission authorization is required, and on hardware related equipment and surrounding commodities, Taiwan is one of the important producing countries in the current global e-sports industry; the disadvantages are the player's turnover rate is large, there is no game product as a competition item, the player's training method is imperfect, and the overall industry clustering mode is weak. Although the government has included e-sports in the "Regulations on the Development of Sports Industry," compared with the support of the Korean e-sports industry, propaganda, sponsors, and media, our country still has room for improvement. Therefore, the government should assist e-sports operators or related alliances to continue to handle the events and make the industry grow steadily. Moreover, the formulation of the e-sports law can be listed as a long-term goal, from the information technology industry, education and social atmosphere, to establish a complete planning. With the results of this article, we can provide the government and enterprises as the reference basis for the proper evaluation and investment of the e-sports industry, and give the industry further development suggestions and directions to drive the development of the overall industrial chain.

並列關鍵字

e-sports sports industry emerging sports

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