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Electronic Sports Industry in China

An Overview

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  • © 2023

Overview

  • Is a thorough book to review electronic sports industry in China
  • Deals with a variety of empirical data from electronic sports participants in China
  • Provides a comprehensive theoretical framework of electronic sports in China

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Table of contents (10 chapters)

Keywords

About this book

This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. 

Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. 

As a new cultural phenomenon, eSports are politically, economically, culturally, and sociallysuited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry.

The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.


Authors and Affiliations

  • Communication University of China, Beijing, China

    Peng Duan, Xiaohui Wang

  • Tencent Interactive Entertainment Group, Shenzhen, China

    Allan Yijia Zhang, Bin Ji

About the authors

Professor Peng Duan is the vice-president of the Communication University of China, the executive associate director of the Key State Lab of Media Convergence and Communication (Communication University of China), and the managing editor of the SAGE journal Global Media and China. He is one of the Chinese leading scholars with a broad experience on journalism and communication studies, particularly in the fields of media convergence, communication theories and new media studies.                                                     

 

Bibliographic Information

  • Book Title: Electronic Sports Industry in China

  • Book Subtitle: An Overview

  • Authors: Peng Duan, Xiaohui Wang, Allan Yijia Zhang, Bin Ji

  • DOI: https://doi.org/10.1007/978-981-19-9288-9

  • Publisher: Springer Singapore

  • eBook Packages: Literature, Cultural and Media Studies, Literature, Cultural and Media Studies (R0)

  • Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2023

  • Hardcover ISBN: 978-981-19-9287-2Published: 22 February 2023

  • Softcover ISBN: 978-981-19-9290-2Published: 23 February 2024

  • eBook ISBN: 978-981-19-9288-9Published: 21 February 2023

  • Edition Number: 1

  • Number of Pages: XIII, 231

  • Number of Illustrations: 8 b/w illustrations, 58 illustrations in colour

  • Topics: Media and Communication, Digital/New Media, Media Sociology, Media Sociology

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