학술논문
A Study on Analysis of the Status and Status of Sponsors of the Chinese E-SPORTS Events
이용수 78
- 영문명
- 발행기관
- J-INSTITUTE
- 저자명
- Jie Ren Sukkyung Lee
- 간행물 정보
- 『Kinesiology』vol.6 no.3, 45~59쪽, 전체 15쪽
- 주제분류
- 사회과학 > 사회학
- 파일형태
- 발행일자
- 2021.09.30
이용가능
이용불가
- sam무제한 이용권 으로 학술논문 이용이 가능합니다.
- 이 학술논문 정보는 (주)교보문고와 각 발행기관 사이에 저작물 이용 계약이 체결된 것으로, 교보문고를 통해 제공되고 있습니다. 1:1 문의

국문 초록
영문 초록
Purpose: The purpose of this research is to boost e-sports industries by conducting a comparative analysis on the current status of sponsor companies growing together with the Chinese professional e-sports competitions to understand the relationship between Chinese e-sports competitions and sponsor companies.
Method: Based on the League of Legends Pro League, China s most influential e-sports competition, we would like to examine the relationship between sponsor companies and e-sports industries through longitudinal and cross-sectional comparisons of sponsor status from 2014 to 2020.
Results: This resulted in the following: First, due to the accurate positioning of users, the first party competi-tions showed higher recognition or influence than the third party competitions. Based on the fact that mobile e-sports products can easily attract young users due to their low entry barriers, mobile e-sports products and compe-titions are important growth engines for the development of the e-sports industry. In addition, it has been shown that non-pro leagues support the development of professional leagues and that professional leagues are indis-pensable to interact, complement and promote the development of non-professional leagues. Second, according to an analysis of the sponsorship status of global e-sports events, computer and peripheral companies as com-puter and related fields were most actively sponsoring e-sports competitions, and the support of global compa-nies was steadily increasing. Finally, after looking at the sponsorship status of e-sports competitions in China, it was found that e-sports sponsorship is a major source of income in the e-sports industry and is growing together with the participation of influential sponsor companies.
Conclusion: In the League of Legends event, China s most influential e-sports competition, teenagers and 30s were the main sources of income, with mostly male products-oriented sponsor companies. However, if women s participation is steadily increasing and men and women s competitions are held to attract sponsors and marketa-bility, e-sports can grow together with the attraction and participation of global sponsor companies.
목차
1. Introduction
2. E-Sports Competition Events and Current Conditions
3. Status of Chinese E-sports Sponsors
4. Plan to Revitalize China s E-Sports Sponsorship
5. Conclusion and Suggestions
6. References
7. Appendix
해당간행물 수록 논문
참고문헌
최근 이용한 논문
교보eBook 첫 방문을 환영 합니다!
신규가입 혜택 지급이 완료 되었습니다.
바로 사용 가능한 교보e캐시 1,000원 (유효기간 7일)
지금 바로 교보eBook의 다양한 콘텐츠를 이용해 보세요!
