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Research on the Rapid Development of Chinese E-Sports
Cai YueXi, Surachai Traiwannakij

Institute of Science Innovation and Culture
Rajamangala University of Technology Krungthep
Sathorn, Bangkok 10120, Thailand


Abstract

E-sports is a new industry derived from online games. On November 18, 2003, China officially approved e-sports as the 99th sports event in China, and e-sports has since entered the regular operation and development system. The sports industry is a new type with great market potential and development prospects. The sports industry involves sports, software, entertainment, telecommunications, Internet cafes, hardware equipment manufacturing, and other fields, forming an industrial chain with solid adhesion. It facilitates the development of hardware, software, media, marketing, and new human resources. Combining computer technology, communication technology, automatic control technology, and artificial intelligence technology, e-sports has achieved great success in marketing business operations. The development of the economy has made e-sports a demand, and the development of e-sports has also promoted the development of new market patterns and comprehensive industries. The purpose of this study is to explore the appeal of e-sports to users with different demographic factors, especially the influence of users by gender and status on e-sports products, and to study the fundamental reasons for the development of e-sports. All the research results, especially the statistical results of independent sample T-test and one-way ANOVA, are conducive to developing the theory. The demographic factor is crucial to the rapid growth of esports as it is the main factor determining the audience of esports. Only customers with the largest market share can rapidly develop under external and internal factors.

Keywords: e-sports, WCG, national e-sports, population factors, game characteristics, Online behavior

Topic: Green Management and Business

Plain Format | Corresponding Author (Irwan Yulianto)

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