Analysis on Realizational Phenomenon of Electronic Sports
E-sport is based on digital network technology of a competitive mode. Because of its unique charm, was born at love deeply, along with the youth with the digital technology improvement of people’s spiritual life of diversification development, facing the
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Analysis on Realizational Phenomenon of Electronic Sports Yanhua He, Feng Tai, and Guowen Cui
Abstract E-sport is based on digital network technology of a competitive mode. Because of its unique charm, was born at love deeply, along with the youth with the digital technology improvement of people’s spiritual life of diversification development, facing the computer screen game players move next screen by many, many electronic game in succession from virtual community to reality, and with the new era of sports. Through the collection and analysis of data, logic and reasoning methods, through the development of e-sports from virtual space into reality sports this phenomenon is analyzed, tries to find out the e-sports reality significance and development trend. Keywords Elastici • Reality • Field • Sports
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Introduction
Electronic competitive sports digital network is based on the development of information technology and the birth of. As the popularity of the Europe and America and the network as Japan and South Korea electronic competitive also get very good popularization and development. Along with the increase in the number of people and influence the constant expansion of the thorough popular
Y. He (*) Jilin Institute of Physical Education, Changchun 130022, China e-mail: [email protected] F. Tai • G. Cui Physical education college, Liaoning Normal University, Dalian 116029, China S. Zhong (ed.), Proceedings of the 2012 International Conference on Cybernetics 2263 and Informatics, Lecture Notes in Electrical Engineering 163, DOI 10.1007/978-1-4614-3872-4_289, # Springer Science+Business Media New York 2014
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feeling gradually, forming a new type of competitive activities. Such as samsung companies sponsor on the WCG; Established in 2000, the French the ESWC; November 18, 2003, China formally announced the state general administration of sports the electronic competitive sports listed as one of the China’s 99th formal sports, and electronic competitive sports are defined: electronic competitive sport is use of high-tech hardware and software device as movement of machinery, interpersonal intelligence confrontation [1]. In 2004, the national electronic competitive league “China electronic competitive Games” (China your e-sports Games) began to hold. At the present, the WCG and CPL and ESWC is the world have the biggest impact on three big events. IDSA (Interactive digital Software Association) data shows: in 2003, North America electronic competitive values ten billion usd [2]. This shows electronic competitive development quickly. However, with the development of social diversity, a lot of the past only in the network virtual community can play in the game was gradually move to real life, formed a real version of the electronic competitive, and a certain scale, is the trend of the spread of. For the convenience of understanding for the purpose of, in this paper from this phenomenon called electronic competitive reality cavitation phenomenon. Wuhan, Guangzhou and Beijing have set up
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