科技
电子竞技史

电子竞技史"

作者:张轩,张大鹏
ISBN:9787121350566
定价:¥48.0
字数:204千字
页数:240
出版时间:2019-06
开本:32开
版次:01-01
装帧:
出版社:电子工业出版社
简介

本书编委会由上海久意信息技术有限公司等一线平台的从业者,上海戏剧学院、华东师范大学等高校学者,上海文广新闻传媒集团等相关专家组成。编委会囊括了电子竞技行业的“产学研”精英,在大量调研国内外历史资料和采访相关人士的基础上集结成此书。 电子竞技作为新兴的国际运动项目,得到了社会各界的支持与关注。本书回溯了电子竞技的发展史,将电子竞技从起源、壮大到受阻后重生,再到成为新兴产业的历程一一道来,资料丰富、内容翔实,体系严谨、理论科学。

前言

目录

第一章 萌芽(1983年之前)···························································1 1.1 背景·····················································································1 1.1.1 时代背景······································································1 1.1.2 硬件设备发展································································1 1.1.3 电子游戏的诞生·····························································4 1.2 游戏厂商:雅达利································································7 1.3 第一场电竞赛事··································································15 1.4 第一支战队·········································································17 1.5 国内状态·············································································20 1.5.1 经济状况·····································································20 1.5.2 硬件设备·····································································20 1.5.3 电子游戏尚未出现·························································23 思考题························································································24 第二章 转变(1983—1997)··························································25 2.1 日本游戏产业的崛起···························································25 2.1.1 日本游戏厂商从模仿到自主·············································25 2.1.2 任天堂转型和红白机大热················································27 2.2 赛事····················································································31 2.2.1 玩家自发建立的赛事······················································31 2.2.2 游戏厂商举办的赛事······················································33 2.3 PC诞生与普及····································································41 2.3.1 1971年,Intel公司4004芯片问世·····································41 2.3.2 1981年,IBM推出全球第一台个人计算机5150···················42 2.3.3 1995年,Windows 95操作系统发布··································43 2.3.4 早期PC电子竞技赛事····················································44 2.4 国内状态·············································································50 2.4.1 经济环境·····································································50 2.4.2 政策条件·····································································52 2.4.3 科技基础·····································································54 思考题························································································60 第三章 兴起(1998—2000)··························································63 3.1 背景····················································································63 3.1.1 硬件设备·····································································63 3.1.2 时代背景·····································································66 3.2 游戏····················································································68 3.2.1 《星际争霸》·································································68 3.2.2 《反恐精英》·································································76 3.2.3 其他···········································································84 3.3 赛事主办方·········································································89 3.3.1 Cyberathlete Professional League(CPL)·····························90 3.3.2 Professional Gaming League(PGL)···································92 3.4 国内状态·············································································92 3.4.1 加入WTO:开放程度提高···············································92 3.4.2 网络···········································································93 3.4.3 赛事···········································································97 思考题······················································································100 第四章 爆发(2001—2007)························································101 4.1 背景··················································································101 4.1.1 加入WTO,走向世界···················································101 4.1.2 “孤岛”时代的终结····················································101 4.1.3 电子竞技发展拐点·······················································104 4.2 游戏··················································································107 4.2.1 《魔兽争霸3》·····························································107 4.2.2 《刀塔》·····································································113 4.3 赛事··················································································118 4.3.1 国际赛事···································································118 4.3.2 国内赛事···································································127 4.4 俱乐部··············································································130 4.4.1 国外著名电竞俱乐部····················································130 4.4.2 国内著名电竞俱乐部····················································136 4.5 政策··················································································137 4.6 平台··················································································138 4.6.1 联众&QQ···································································138 4.6.2 浩方·········································································141 第五章 寒冬(2008—2010)························································145 5.1 背景··················································································145 5.2 赛事与俱乐部····································································145 5.2.1 赛事赞助减少,大型赛事停办········································146 5.2.2 电竞俱乐部裁员、解散·················································148 5.3 政策··················································································149 5.4 电竞选手寻求新的收入来源···············································150 5.4.1 视频解说···································································151 5.4.2 主播开设淘宝店··························································152 思考题······················································································155 第六章 重生(2011—2013)························································157 6.1 背景··················································································157 6.2 游戏··················································································161 6.2.1 《英雄联盟》·······························································161 6.2.2 《刀塔2》···································································167 6.3 俱乐部··············································································171 6.3.1 iG············································································171 6.3.2 WE···········································································173 6.4 平台··················································································175 6.4.1 天梯体系···································································175 6.4.2 VS竞技游戏平台·························································178 思考题······················································································180 第七章 盛世(2014—)································································181 7.1 背景··················································································181 7.1.1 资本催化···································································181 7.1.2 政策支持···································································184 7.1.3 玩家激增···································································185 7.2 游戏··················································································186 7.2.1 手机游戏···································································186 7.2.2 大逃杀游戏································································192 7.3 政策··················································································200 7.3.1 赛事政策···································································200 7.3.2 教育政策···································································202 7.4 赛事··················································································204 7.4.1 TI············································································204 7.4.2 S系列赛····································································209 7.4.3 其他赛事···································································214 7.5 俱 乐 部·······································································215 、 7.5.1 成熟化、专业化、体系化··············································215 7.5.2 “强势进入,整合电竞”的ACE联盟·······························216 7.5.3 城市主场:带动当地产业发展及LPL的多城市主场规划······218 7.6 平台··················································································219 思考题······················································································224

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