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電子競技史 版權信息
- ISBN:9787121350566
- 條形碼:9787121350566 ; 978-7-121-35056-6
- 裝幀:一般膠版紙
- 冊數:暫無
- 重量:暫無
- 所屬分類:>>
電子競技史 本書特色
本書編委會由上海久意信息技術有限公司等一線平臺的從業者,上海戲劇學院、華東師范大學等高校學者,上海文廣新聞傳媒集團等相關專家組成。編委會囊括了電子競技行業的“產學研”精英,在大量調研國內外歷史資料和采訪相關人士的基礎上集結成此書。 電子競技作為新興的國際運動項目,得到了社會各界的支持與關注。本書回溯了電子競技的發展史,將電子競技從起源、壯大到受阻后重生,再到成為新興產業的歷程一一道來,資料豐富、內容翔實,體系嚴謹、理論科學。
電子競技史 內容簡介
本書編委會由上海久意信息技術有限公司等一線平臺的從業者,上海戲劇學院、華東師范大學等高校學者,上海文廣新聞傳媒集團等相關專家組成。編委會囊括了電子競技行業的“產學研”精英,在大量調研靠前外歷史資料和采訪相關人士的基礎上集結成此書。 電子競技作為新興的靠前運動項目,得到了社會各界的支持與關注。本書回溯了電子競技的發展史,將電子競技從起源、壯大到受阻后重生,再到成為新興產業的歷程一一道來,資料豐富、內容翔實,體系嚴謹、理論科學。
電子競技史 目錄
1.1 背景·····················································································1
1.1.1 時代背景······································································1
1.1.2 硬件設備發展································································1
1.1.3 電子游戲的誕生·····························································4
1.2 游戲廠商:雅達利································································7
1.3 **場電競賽事··································································15
1.4 **支戰隊·········································································17
1.5 國內狀態·············································································20
1.5.1 經濟狀況·····································································20
1.5.2 硬件設備·····································································20
1.5.3 電子游戲尚未出現·························································23
思考題························································································24
第二章 轉變(1983—1997)··························································25
2.1 日本游戲產業的崛起···························································25
2.1.1 日本游戲廠商從模仿到自主·············································25
2.1.2 任天堂轉型和紅白機大熱················································27
2.2 賽事····················································································31
2.2.1 玩家自發建立的賽事······················································31
2.2.2 游戲廠商舉辦的賽事······················································33
2.3 PC誕生與普及····································································41
2.3.1 1971年,Intel公司4004芯片問世·····································41
2.3.2 1981年,IBM推出全球**臺個人計算機5150···················42
2.3.3 1995年,Windows 95操作系統發布··································43
2.3.4 早期PC電子競技賽事····················································44
2.4 國內狀態·············································································50
2.4.1 經濟環境·····································································50
2.4.2 政策條件·····································································52
2.4.3 科技基礎·····································································54
思考題························································································60
第三章 興起(1998—2000)··························································63
3.1 背景····················································································63
3.1.1 硬件設備·····································································63
3.1.2 時代背景·····································································66
3.2 游戲····················································································68
3.2.1 《星際爭霸》·································································68
3.2.2 《反恐精英》·································································76
3.2.3 其他···········································································84
3.3 賽事主辦方·········································································89
3.3.1 Cyberathlete Professional League(CPL)·····························90
3.3.2 Professional Gaming League(PGL)···································92
3.4 國內狀態·············································································92
3.4.1 加入WTO:開放程度提高···············································92
3.4.2 網絡···········································································93
3.4.3 賽事···········································································97
思考題······················································································100
第四章 爆發(2001—2007)························································101
4.1 背景··················································································101
4.1.1 加入WTO,走向世界···················································101
4.1.2 “孤島”時代的終結····················································101
4.1.3 電子競技發展拐點·······················································104
4.2 游戲·······························································
電子競技史 作者簡介
張軒先生是久意電競的創始人,自久意2015年承辦中國電子競技大會(CIG)開始,就一直擔任CIG組委會的常務副秘書長;張軒先生還是澳門電子競技總會的名譽會長。澳門電子競技總會于2018年4月成立,旨在推動和連接兩岸以及國際的電競產業發展。
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