A Study on Analysis of the Status and Status of Sponsors of the Chinese E-SPORTS Events
0
조회
0
다운로드
1
인용
0
참고문헌
키워드
초록
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.
Abstract
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.
참고문헌 (31)
- Lee J, "A Study on the Revitalization of E-sports by Analyzing e-Sports Events", The Korean Society of Computer and Information, 29(1), pp.53~55 (2021)
- Yang C, "An Empirical Study on the Commercial Sponsorship of E-sports Eventstaking S7 Global Finals as an Example", Liaoning Sport Science and Technology, 6, pp.35~38 (2018)
- 박세혁, "타이틀스폰서십 인지과정에 의한 스폰서십효과 연구: 수단-목적사슬이론을 중심으로", 체육과학연구, 28(4), pp.851~866 (2017), 국민체육진흥공단 한국스포츠정책과학원[DOI]
- Tan F, "Research on the Development Status and Problems of China’s E-Sports Industry in Recent Years", Contemporary Sports Technology, 6, pp.237~241 (2020)
- Dong W, "Feasibility Analysis of Combining O2O Model with Well-known Sports Goods Companies in China", Shangqing, 13, pp.33~33 (2015)
- Bi J, "Research on E-sports and Industry Development in China", Journal of Beijing Sport University, 8, pp.87~96 (2020)
- Xu Z, "Legitimacy of E-sports from the Perspective of Legal Philosophy", Journal of Tianjin Sport University, 1, pp.88~94 (2020)
- Wang D, "The Dilemma and Resolution of E-sports Project Research and Development in China", Sichuan Sports Science, 6, pp.30~25 (2020)
- Wang S, "The Definition and Classification of Sports Games", Journal of Capital University of Physical Education and Sports, 17(2), pp.1~3 (2005)
- Zhang L, "The Dilemmas and Strategies of Shanghai’s E-sports Competitions’Development under the Background of the Construction of Universal E-sports City", Liaoning Sport Science and Technology, 42(3), pp.39~43 (2020)
- 양지훈, "국내 e스포츠산업의 비즈니스 모델에 관한 연구", 한국융합학회논문지, 9(6), pp.163~173 (2018), 한국융합학회[DOI]
- Lantos GP, "The Boundaries of Strategic Corporate Social Responsibility", Journal of Consumer Marketing, 18(7), pp.595~632 (2001)
- Xuefeng Bai, "The Influencing Factors on the Development of Chinese SPORTS Industry in Digital Era: A Systematic Review", Kinesiology, 5(2), pp.54~64 (2020), J-INSTITUTE
- Xuefeng Bai, "The Reflective Research on the Impact of the Public Health CRISIS on Chinese Sport Industry by the COVID-19 Pandemic", International Journal of Crisis & Safety, 5(2), pp.28~37 (2020), J-INSTITUTE
- Bai Xuefeng, "The Safety Control and Injury Prevention of Collegiate SPORT Activities in CHINA", Kinesiology, 4(2), pp.7~13 (2019), J-INSTITUTE
- Sungho Nam, "Analysis of the Perception of Leaders and Participants for the VALUE Creation of Sports for All in Urban Society", International Journal of Human & Disaster, 5(2), pp.41~48 (2020), J-INSTITUTE[DOI]
- Zhao Xuemei, "Exploring the Nature of Genius Loci in SPORT Stadiums Based on Collective Memory in CHINA", Kinesiology, 5(1), pp.48~57 (2020), J-INSTITUTE
- Sun B, "Research on Sponsorship Strategy of Sponsors of Professional E-sports Events in China", Master, pp.2019
- Zhang Y, "Research on the Current Situation and Countermeasures of the Sponsorship of Professional E-sports Clubs in China", Master, pp.2020
- Zhou X, "Ti Yu Ji Ben Li Lun Jiao Cheng" (2004), People’s Sports
- Lv S, "Analysis on the Status Quo and Development Trend of E-sports Industry" (2020), China Market
- Cao B, "Yun Dong Jing Sai Xue" (2012), Northeastern University
