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Essay代写范文-电子竞技的兴起

发布时间:2022-04-22 15:44:57 阅读:364

案例简介

  • 作者:博远教育
  • 导读:本文是一篇Essay代写范文,本文将介绍电子竞技的兴起,并简要介绍1972年以来电子竞技的历史。然后,对本文的主要观点进行总结。
  • 字数:1658 字
  • 预计阅读时间:4分钟

案例详情

本文是一篇Essay代写范文,题目为:The Rise of eSports,本文主要讨论了电子竞技的兴起,首先给出了电子竞技的定义,然后讨论了电子竞技的两个基本要素——电子竞技和体育竞技。此外,本文将介绍电子竞技的兴起,并简要介绍1972年以来电子竞技的历史。然后,对本文的主要观点进行总结。

电子竞技比赛场馆

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.

随着虚拟世界传播的发展,学习、销售、消费、竞争等虚拟世界活动越来越多。虽然自电子游戏发明以来,网络视频游戏一直很受欢迎,但直到20世纪末才出现了一批专业玩家。虽然很多人仍然对电子竞技抱有偏见,认为这是浪费时间,但它被官方认定为一种有益的智力对抗运动。人们认为,与其他体育项目一样,电子竞技也可以帮助人们训练和提高参与者的思维能力、反应能力、协调能力和意志力,以及培养团队精神的能力。有些人认为电子竞技与国际象棋和其他传统运动一样。

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结论

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.  

电子竞技是近年来发展迅速的电子竞技。信息技术和游戏设计的发展极大地推动了电子竞技的发展。在1990年之前,很少有人观看和从事电子运动,但在接下来的几十年里,这个数字增加了不少。接下来的21世纪是电子竞技的黄金时代,因为越来越多的国际赛事举行,来自世界各地的玩家现在都在参与这项运动。值得注意的是,电子竞技在2017年被国际奥委会确认为奥运会体育项目。为了进一步研究,研究人员应该更多地关注电子体育发展的驱动因素。

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