메뉴 건너뛰기
.. 내서재 .. 알림
소속 기관/학교 인증
인증하면 논문, 학술자료 등을  무료로 열람할 수 있어요.
한국대학교, 누리자동차, 시립도서관 등 나의 기관을 확인해보세요
(국내 대학 90% 이상 구독 중)
로그인 회원가입 고객센터 ENG
주제분류

추천
검색

논문 기본 정보

자료유형
학술저널
저자정보
Jie Ren (Jeonju University Jeonju Republic of Korea) 이숙경 (전주대학교)
저널정보
J-INSTITUTE Kinesiology Kinesiology Vol.6 No.3
발행연도
2021.9
수록면
45 - 59 (15page)

이용수

표지
📌
연구주제
📖
연구배경
🔬
연구방법
🏆
연구결과
AI에게 요청하기
추천
검색

초록· 키워드

오류제보하기
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

등록된 정보가 없습니다.

참고문헌 (31)

참고문헌 신청

함께 읽어보면 좋을 논문

논문 유사도에 따라 DBpia 가 추천하는 논문입니다. 함께 보면 좋을 연관 논문을 확인해보세요!

이 논문의 저자 정보

최근 본 자료

전체보기

댓글(0)

0