The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend
碩士 === 國立政治大學 === 科技管理與智慧財產研究所 === 106 === When Taipei Assassins won the League of Legends World Championship in North America on the October 14, 2012, it inspired a number of gamers in Taiwan and made eSports begin to be recognized in Taiwan. On the November 7, 2017, the Legislative Yuan officially...
Main Authors: | , |
---|---|
Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2018
|
Online Access: | http://ndltd.ncl.edu.tw/handle/maddhq |
id |
ndltd-TW-106NCCU5769042 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-TW-106NCCU57690422019-05-16T00:52:47Z http://ndltd.ncl.edu.tw/handle/maddhq The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend 台灣電競產業鏈之建構-以英雄聯盟為例 Chou, Cheng-Hsin 周正昕 碩士 國立政治大學 科技管理與智慧財產研究所 106 When Taipei Assassins won the League of Legends World Championship in North America on the October 14, 2012, it inspired a number of gamers in Taiwan and made eSports begin to be recognized in Taiwan. On the November 7, 2017, the Legislative Yuan officially added the " eSports " in the list of the sports industry. Since then, enterprises have invested in eSports and some academic institutions have begun to set up specific eSports departments to attract students. Since development of the e-sport seems to be high potential, this study aims to understand the development of the eSports industry in Taiwan, particularly after the legislation . The prior studies in regards to Taiwan's eSports industry normally focus on single theme, such as the viewing motives, the operation of live broadcasts or the impact of broadcast quality on the audience, but lack of the examination of the whole industry from a comprehensive len. This study focuses on the current Taiwan eSports industry chian, understanding the interaction among stakeholders, summarizing the scope of the eSports industry, and analyzing the current difficulties faced. This study adopts in-depth interviews to understand how stakeholders in eSports industry interact with each others and finds out that the eSports industry can be roughly divided into four aspects: production of event content, the core of industry, audience and educational institutions. The production of event content covers different stakeholders, such as the event operators, professionals and professional teams. The core of industry includes software suppliers, hardware suppliers, and live broadcast platforms. This study shows that the current eSports industry mainly faces three difficulties, which is the lack of business model, the dilemma of sponsors and socio-cultural environment. This study suggests that since the government categorizes eSports as a ‘sport’ so that it might be workable to provide sponsors with tax breaks in order to enhance their willingness to invest in the industry. Additionally, the eSports event could establish alliances so that its business model would be more robust with a stable system. Lastly, the government and industry stakeholders can also develop events in order to attract more audience to participate. Chang, Yu-Chien 張瑜倩 2018 學位論文 ; thesis 78 zh-TW |
collection |
NDLTD |
language |
zh-TW |
format |
Others
|
sources |
NDLTD |
description |
碩士 === 國立政治大學 === 科技管理與智慧財產研究所 === 106 === When Taipei Assassins won the League of Legends World Championship in North America on the October 14, 2012, it inspired a number of gamers in Taiwan and made eSports begin to be recognized in Taiwan. On the November 7, 2017, the Legislative Yuan officially added the " eSports " in the list of the sports industry. Since then, enterprises have invested in eSports and some academic institutions have begun to set up specific eSports departments to attract students. Since development of the e-sport seems to be high potential, this study aims to understand the development of the eSports industry in Taiwan, particularly after the legislation .
The prior studies in regards to Taiwan's eSports industry normally focus on single theme, such as the viewing motives, the operation of live broadcasts or the impact of broadcast quality on the audience, but lack of the examination of the whole industry from a comprehensive len. This study focuses on the current Taiwan eSports industry chian, understanding the interaction among stakeholders, summarizing the scope of the eSports industry, and analyzing the current difficulties faced.
This study adopts in-depth interviews to understand how stakeholders in eSports industry interact with each others and finds out that the eSports industry can be roughly divided into four aspects: production of event content, the core of industry, audience and educational institutions. The production of event content covers different stakeholders, such as the event operators, professionals and professional teams. The core of industry includes software suppliers, hardware suppliers, and live broadcast platforms. This study shows that the current eSports industry mainly faces three difficulties, which is the lack of business model, the dilemma of sponsors and socio-cultural environment. This study suggests that since the government categorizes eSports as a ‘sport’ so that it might be workable to provide sponsors with tax breaks in order to enhance their willingness to invest in the industry. Additionally, the eSports event could establish alliances so that its business model would be more robust with a stable system. Lastly, the government and industry stakeholders can also develop events in order to attract more audience to participate.
|
author2 |
Chang, Yu-Chien |
author_facet |
Chang, Yu-Chien Chou, Cheng-Hsin 周正昕 |
author |
Chou, Cheng-Hsin 周正昕 |
spellingShingle |
Chou, Cheng-Hsin 周正昕 The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend |
author_sort |
Chou, Cheng-Hsin |
title |
The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend |
title_short |
The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend |
title_full |
The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend |
title_fullStr |
The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend |
title_full_unstemmed |
The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend |
title_sort |
construction of esports industry chain in taiwan: the case study of league of legend |
publishDate |
2018 |
url |
http://ndltd.ncl.edu.tw/handle/maddhq |
work_keys_str_mv |
AT chouchenghsin theconstructionofesportsindustrychainintaiwanthecasestudyofleagueoflegend AT zhōuzhèngxīn theconstructionofesportsindustrychainintaiwanthecasestudyofleagueoflegend AT chouchenghsin táiwāndiànjìngchǎnyèliànzhījiàngòuyǐyīngxióngliánméngwèilì AT zhōuzhèngxīn táiwāndiànjìngchǎnyèliànzhījiàngòuyǐyīngxióngliánméngwèilì AT chouchenghsin constructionofesportsindustrychainintaiwanthecasestudyofleagueoflegend AT zhōuzhèngxīn constructionofesportsindustrychainintaiwanthecasestudyofleagueoflegend |
_version_ |
1719172013231177728 |