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  • 學位論文

兩岸電子競技產業之研究(2011~2013年)--- 以國家競爭優勢理論的檢視

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

指導教授 : 周繼祥
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摘要


兩岸電子競技產業之研究(2011~2013年)--- 國家競爭優勢理論的觀點 中文摘要 電子競技產業又可稱為電玩產業中最有潛力和前景的明星項目,其結合了勁運動、資訊科技和娛樂產業的新興數位娛樂產業。在電玩選手間彼此激烈對抗的過程中,將電玩遊戲演變成一種運動競技。在2009年全世界參與電競人數達到8500萬人,產值約百億美元。而南韓,電子競技已經成為繼足球、圍棋之後的第三大體育競技項目。而2012年我國由TPA拿下的第二屆英雄聯盟世界大賽,總獎金更達到200萬美金,決賽轉播觀眾人數達到110萬,約等於美國大聯盟季後賽的轉播觀眾人數。 而中國與台灣電競的發展,雖然網路和遊戲發展也十分迅速,但不同於韓國有政府與大型企業的強力支持,再發展的路上坎坷許多。中國在2003年將電子競技列入第99項運動,2004年由國家體育總局授權成立的中國電子競技運動發展中心(簡稱CESPC),在北京成立,並建立電子競技專業場館。並在2006到2009中國官方辦了四屆中國電子競技職業選手聯賽,但隨後中斷。目前中國的電競賽事都是以短期聯賽為主,並未出現由一個由聯盟主導的長期而穩定的賽事,也導致許多優秀的選手流失。 而台灣的電競發展是以企業為主導,政府並未提出直接支援的政策。2008年台灣電子競技聯盟(簡稱TESL)成立後,開始出現穩定有規模的發展。2009年透過緯來體育台進行直播,並在2012成立EGAMER甲組聯賽,為職業環境提供穩定的選手來源。 本文將以國家競爭優勢理論的六大要素,兩岸的生產要素、需求條件、企業策略及結構和同業競爭、相關支援產業、機會、政府,來探討兩岸在電子競技產業上發展的狀態,以及未來發展走向。

並列摘要


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.

參考文獻


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