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Essay代寫范文-電子競技的興起

發布時間:2022-04-22 15:44:57 閱讀:277

案例簡介

  • 作者:博遠教育
  • 導讀:本文是一篇Essay代寫范文,本文將介紹電子競技的興起,并簡要介紹1972年以來電子競技的歷史。然后,對本文的主要觀點進行總結。
  • 字數:1658 字
  • 預計閱讀時間:4分鐘

案例詳情

本文是一篇Essay代寫范文,題目為:The Rise of eSports,本文主要討論了電子競技的興起,首先給出了電子競技的定義,然后討論了電子競技的兩個基本要素——電子競技和體育競技。此外,本文將介紹電子競技的興起,并簡要介紹1972年以來電子競技的歷史。然后,對本文的主要觀點進行總結。

電子競技比賽場館

Introduction引言

With the development of virtual-world communication, there are more and more virtual-world activities, such as learning, selling, consuming, and competing. Although online video game has long been popular since the invention of the electronic games,  it was not until the end of the 20th century that appeared a group of professional players. Although many people still have prejudice on electronic sports and thought is an waste of time, but it was officially recognized as a beneficial intelligence confrontation sports. It was believed that just as other sports, the eSports could also help people train and improve participants’ thinking ability, reaction ability, coordination ability, and willpower, as well as has the capacity to cultivate team spirit. Some deem eSports the same sports like chess and other traditional sports.

隨著虛擬世界傳播的發展,學習、銷售、消費、競爭等虛擬世界活動越來越多。雖然自電子游戲發明以來,網絡視頻游戲一直很受歡迎,但直到20世紀末才出現了一批專業玩家。雖然很多人仍然對電子競技抱有偏見,認為這是浪費時間,但它被官方認定為一種有益的智力對抗運動。人們認為,與其他體育項目一樣,電子競技也可以幫助人們訓練和提高參與者的思維能力、反應能力、協調能力和意志力,以及培養團隊精神的能力。有些人認為電子競技與國際象棋和其他傳統運動一樣。

In this paper, a definition of eSports will be given at first, followed by a discussion on the two basic elements of eSports — electronic and athletics. Moreover, this paper will introduce the rise of eSports with a brief introduction of the history of eSports from 1972. Then, a conclusion will be given to summarize the main points mentioned in this paper.

Definition of eSports

eSports, also known as electronic sports, pro sports, competitive/professional computer gaming, and competitive/professional (video) gaming, is a kind of competitive sports that professional players compete on video game. It is similar to traditional sports, to some degree, but just uses electronic equipment instead of sports device. Defined by Hamari and Sjoblom (211), eSports is “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.”

The two main characters of eSports are “electronic” and “athletics”. “Electronic” refers to its approach, which means the information technology with various kinds of hardware and software as well as the online environments is the basic elements of the sports. Moreover, electronic is the major difference between traditional sports and eSports, the later depends on information technology while the former depends more on personal efforts. “Athletics” refers to the basic traits of sports, namely, confrontation. As a sports, confrontation is an essential character, and this also settles the competition form of eSports. Despite there are many classifications and they would have different emphasis, the core elements of eSports must be confrontation and competition.

The rise of eSports

Although the origins of the eSports could date back to the year of 1972, when some Stanford students participated a competition for the pro game Spacewar (The Rise of Esports), there are few professional gamer until the entry of the 21st century. It was not until eight years later (in 1980) that the earliest large scale pro game competition was held; the competition was of significance for it opens an era where people began to view electronic game as an mainstream interests. Later, an organization aims at recording high score records was established, and it contributed to the prevalent of video game by publishing high records of pro game competition to Guinness World Records and other publications. With its development, it then established the US National Video Game Team to train professional for international tournament. As eSports has been known

by many, there have been many websites and magazines delivered news and features of eSports players and relevant tournaments (Borowy 5). Overall, due to the limitation of online communication and the limited video game design technologies, only few people before 1990 were engaged in eSports playing or watching.

After 1990s, the fast development Internet platform and personal computer game design has made more individuals interested in this industry. Large tournaments were created in western countries and people from numerous nations were involved in this activity. In the 21st Century, the increasing process of globalization also benefits to the globalization of electronic sports, and International tournaments were held around the world. The 2010s is the turn-points of electronic sports, the number of large tournaments in 2010 was more than 25 times of that of 2010 (Popper, B.) The development of electronic game market also promotes the prize of a large scale eSports small-and-medium sized competitions and large scale tournaments.  Moreover, the 2010s also is the era when television broadcast and online broadcast are most developed and have the capacity to cover most eSports activities. Currently, the most prevalent computer game genres in eSports are first-person shooter (FPS), real-time strategy (RTS), fighting games, and multiplayer online battle arena(MOBA). By mid-2010s, Dota 2 and League of Legends (LOl) were recognized as the most successful games in competitive level, while Counter-Strike: Global Offensive, a kind of FPS, was also marked as the top successful games. As for the economic revenue, globally, the eSports market generated $325 million of revenue in 2015  (Global Esport Market Report) . By 2017, it is reported that the mobile games markets accounts for 42% of the esports market, and the number is still supposed to rise in the following years (The Global Games market 2017).

Given that eSports has been increasing its popularity and draw many attention to the activity, it was recognized as an Olympic Sports by delegates of the International Olympic Committee (IOC) at the sixth IOC summit in Switzerland. At present, even though many people have changed their prejudice on electronic sports, few recognized that eSports is a significant and honorable sports as other Olympic sports.

People who like to watch electronic sports are also important components of the eSports market and could be involved to appraise the development of eSports. It is estimated that there has been over 70 million people worldwide watched eSports in 2013 overall, and the number grown to 225 million in 2015 (Warr D). People range from 18 to 34 in age compose of the majority of eSports audience, and online streaming media platforms, instead of television broadcast, serve as the center of eSports competition performance at nowadays (Major League Gaming reports).  

Conclusion結論

eSports is a fast development electronic sports in recent years. The development of information technology and game design provide a drastic impetus on eSports. Few people watch and engaged in electronic sports before 1990, but the number increased quite a few in the next decades. The following 21st century is a gold age for eSports as more and more international tournaments were held and gamers from all over the world now engaged themselves in this sports. It is noteworthy that eSports was recognized as an Olympic sports item in 2017 by the International Olympic committee. To further the research, researchers are supposed to focus more on the drivers of the development of electronic sports.  

電子競技是近年來發展迅速的電子競技。信息技術和游戲設計的發展極大地推動了電子競技的發展。在1990年之前,很少有人觀看和從事電子運動,但在接下來的幾十年里,這個數字增加了不少。接下來的21世紀是電子競技的黃金時代,因為越來越多的國際賽事舉行,來自世界各地的玩家現在都在參與這項運動。值得注意的是,電子競技在2017年被國際奧委會確認為奧運會體育項目。為了進一步研究,研究人員應該更多地關注電子體育發展的驅動因素。

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