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澳洲essay代写:Exploratory Narrative Research about Electronic Sports

2017-05-16 来源: 51due教员组 类别: Essay范文

本篇澳洲essay代写—Exploratory Narrative Research about Electronic Sports讲了现在很多人在网上玩游戏,称之为“电子体育”游戏,似乎这是涉及比较全面的知识和规则,社会现象甚至文化背景的产业。作者非常好奇电子体育产业的现实世界,所以对此进行探索研究。本篇澳洲essay代写由51due论文代写机构整理,供大家参考阅读。


I love computer game since when I was a 12-year-old boy. I could still remember the days I played a game through the whole night and only wanted to win a Blue Sword, a cool virtual item in the game. When I entered high school and university, I do not play computer game any longer because it significantly costs a lot of time, which would bring a negative impact on my study and life. However, there are still a great number of my friends playing computer games. Today, they call such games “electronic sports”, which seems to become an industry involving in comprehensive knowledge, principles, social phenomenon, and even cultural background. With great curiosity to explore the real world of electronic sports industry, I would like to conduct an exploratory narrative research about it. 
Definition
First of all, I need to learn about the accurate definition about “electronic sports” A definition of certain concept includes comprehensive key elements and demonstrate in a concise way. To start my research in learning definition, I type the word “electronic sport” on the searching engine. First of all, according to the definition, the names of electronic sports could also be eSports (e-Sports) or competitive gaming. In short, electronic sports refers to the video games which is a kind of sports for competition. Electronic sports uses the electronic device as the sports equipment to have competitions between human. Through the competition, people can exercise and improve their thinking ability, reaction ability, minds and limb coordination ability as well as force and cultivate team spirit. Electronic sports is also a kind of career, which is similar to the chess and instrument. Today, lots of countries around the worlds have recognized electronic sports as one kind of athletic sports, including Korea, Japan and China. For example, being officially approved by the Chinese General Administration of sports, E-sports has listed as the 99th formal sports items on November 18, 2003 in China. 
Current Situation
After learning about the definition of electronic sports, I decided to look through the news release to learn the current situation about this activity. First of all, when I type the key words “electronic sports” in the search engine, a news released on April 14th, 2015 attracted my attention. It is about the CGC Europe (Competitive Gaming Conference Europe). It said that European countries would hold the first Competitive Gaming Conference Europe on June 19th in Germany. The organizer states that at present, electronic sports owns a great number of audiences. In order to explore this potential market, the conference would unify the European countries to discuss the future and development of electronic sports. Taking the market of North America for an instance, the officially registered competitions held in North America amounted to 8,809 in 2011. However, in 2013, only the top 10 computer games have held over 30,000 competitions in America, which means 4 times increase in only two years. Meanwhile, the electronic sports also gain more and more supports from society and government with remarkable increase in the number of loyalty audience. According to the Global Electronic Sports Trends Report released by the Netherland and America this year, the loyalty fans of electronic sports reach a number of 89 million. It predicted that there would increase to over 145 million fans in 2017. 
When I type the “electronic sports Asian” as the key words, there is a news report named DOTA2 Stimulates Chinese Electronic Sports Development. It said that the annual DOTA2 International Invitational Tournament finished in the middle of this August. Though the champion of the game came to the America, Chinese team also obtained great achievement by winning the second, third, fourth and fifth prizes. This time, the Korean team also participated in the competition. As the one of the world’s best electronic team, the Korea did not do well in this competition and was defeated by Chinese team. In the 2015 Global Game Market Report released by Newzoo, the new market analysis consulting company declared that the global profit revenue of electronic sports in 2015 global will increase 30% by USD 25.15 million. Among Asian countries, China will exceed South Korea to become the No.1 country with the highest electronic sports income. In the past few years, Korea has always been the base area for electronic sports. Backed by the mature market, systematic organization as well as the completed marketing operation, Korea has become the world’s largest country in running electronic sports as well as marketing operation. With high profit earning, electronic sports once entered in the top 3 industries in the South Korean along with the automobile industry and steel industry. However, when compared with Korea, Chinese electronic sports development suffered from the policy restriction during the last two decades, which made the domestic market lag behind the global trends. In recent years, things have changed a lot in China. Not only the restrictive policies are being removed by government, but also huge capital financing comes up to help it grow. To cultivate more and more electronic sports player, huge bonuses have been offered for the competition winner. For example, in this DOTA2 International Invitational Tournament, the total incentive reward reached over 18 million dollars. Only the Chinese team with only 30 members won about 8 million dollars, which is equal to 260,000 dollars per capita. 
Industrial Structure
After learning about the current situation of electronic sports, I have a general concept of this game—which is a newly emerging sports activity with great market potential. With good profit earning, the sports would expand its investment and marketing strategy in order to attract more audience and players. However, I still have no idea on the structure of this industry and what are the essential elements that comprise a complete competition. So I continue to consult reference materials both online and from IT academic journal. Then I find some related information which could solve this problem. According to a report online, there are at least four elements that comprise the whole industry. 
First of all, the sports events offer the platform for competition and audience game watching. Generally, the sports events could be classified into two kinds. One is organized by game developers, like DOTA, DOTA2, LOL, CF and CS etc. Such events aim at attracting new game players and promoting the game branding. The other is organized by professional associations, for example, the WCG (World Cyber Games), known as the Olympic Game of Electronic Sports, which is run by International Cyber Marketing; the CPL (Cyberathlete Professional League), which is founded in 1997 by Angel Munoz; and the ESWC (Electronic Sport World Cup), which is run by council members from 11 countries around the world. The WCG, cpl and ESWC are known as the world Top 3 biggest electronic sports events. 
Secondly, players are the key elements for the sports. Just as the basketball star, tennis star and baseball star, the top electronic sports player also enjoy great honor and are admired by their fans. For example, the Korea player Boxer has been called “emperor” by his fans. Moreover, electronic sports players are divided into professional players and amateur players. Being so curious about the bonus of electronic players, I explored the bonus ranking list of different games in 2014. The No. 1 game is DOTA2, which offers total bonus amount to 24.053 million dollars. The second is the LOL (League of Legends), which offers total bonus amount to 18.517 million dollars. The third is Starcraft, which offers 14.953 million dollars. 
Thirdly, the electronic sports clubs have become more and more popular these days. Like Houston in NBA, electronic sports also has its clubs which consist of professional player, coach and more importantly, the analyst. Every club has its particular logo and teamwear. In training time, all members should strictly comply with the timetable made by the couch. Different players would play different roles in the game so as to achieve the collective goal for the team.
Thirdly, the sponsors also play an important role in this industry, because all the spending of events are offered by sponsors. For example, in the 2013 CFPL competition, event organizer finally chose BENQ, the electronic device manufacturer as its exclusive organizer. 
Development History
After knowing the basic structure of this sport, I feel interested to explore its development history. Then I look through a lot of news reports and consulting analysis to find the answers. It was in 1997 that electronic sports emerged. At that time, lots of television shows suffered the lack of money resulted from the financial crisis. In order to reduce the cost, most television shows were stopped and were replaced by some cost-efficient game show. Surprisingly, such computer game shows got such a hit at that time in Korea. Since then, the video producer began to expand investment on computer games organization and marketing. By inviting top players to have live competition broadcast, such games were then called electronic sports. By 2004, the industrial value of electronic sports amounted to 4 billion dollars, exceeding that of automobile industry in Korea.
Interview and Discussion
After finishing all the exploration and research above, I want to have some interviews with my relatives and friends to learn people’s real perspective toward electronic sports. First of all, I interviewed my mother. When I said the word “electronic sports”, she got really angry and said, “is that computer game? Oh my god, the evil game. How many students degenerate themselves when they start playing the game. They stay all night, skip classes, learn to smoke and become isolated from their families and friends. I could not understand why government could approve such games to develop. In my opinion, government should prohibit such evil game and help the addictive children to quit playing.” That’s excellent statement made me laugh. It is a typical representation of the attitudes people own towards electronic sports. They often make mistakes between electronic sports and computer games, even computer games addiction. However, this kind of adverse attitude implies the challenges during the development of this emerging industry.

Then I interviewed one of my friends who really love playing computer games. When I talked about this topic, he became really serious and said “It is a really huge market with remarkable potential. You know how much money the winner of LOL would win?! I used to dream to be a professional electronic sports player, but I am not qualified! Compared with the star players, I am only the kid’s playing. Hope Chinese government would promote this industry. I believe this industry would create a great number of jobs as well as stimulate kinds of innovative technology.” This is another typical attitude towards electronic sports. His positive opinions and strong confidence indicate the direction of this industry. Maybe one day, this game would not only change the way people do sports, but also change the world in terms of economy and culture.


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