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美国作业代写:The E-sports

2017-06-20 来源: 51due教员组 类别: 更多范文

下面为大家整理一篇优秀的assignment代写范文- The E-sports,供大家参考学习,这篇论文讨论了电子竞技运动。随着互联网技术的不断进步和创新,如今电子竞技运动也开始火爆起来。电子竞技不仅是电脑游戏的乐趣,也是一种商品和运动的竞争。而电子竞技的发展极大地促进了社会经济的发展。电子竞技运动的巨大影响已经深入到每一位喜欢电子竞技的人们脑海中。

E-sports,电子竞技,assignment代写,paper代写,留学生作业代写

Essay Outline

WORKING INTRODUCTION

with the continuous progress and innovation of Internet technology, there is a rapid development of gaming in the twenty-first century. People around the world have promoted E-sports based on the large platform of Internet, and this competitive game is very hot now. The tremendous influence of E-sports has deepened into the minds of every participant who has athleticism and athletic dreams. In this article, it is to discuss the feature of E-sports, the role of government support in the development of E-sports and benefits of E-sports development.

TOPIC ONE: E-sports are not only online games for fun, but also a commodity and sports for competition.

• E-sports are intellectual confrontation between the people through the use of electronic equipment as sports equipment. It is competitive play as it rewards excellent playing techniques, and it also makes it shift from a leisure activity to (semi) professional play  (Rambusch,Jakobsson,and  Pargman 157, Borowy and Jin 2254& Bosc 2013).

•. The origins of e-sport are related to both a marketized event and experiential commodity (Borowy and Jin 2254).

•.it is transformed into a legitimate sport by the mid-1980s in the United States with a centralized governing body, formal record keeping, the establishment of guidelines, and the promotion and encouragement of fair competition.

TOPIC TWO: This competitive sport has great development potential, especially with the emphasis on technology, marketing and culture, which is particularly evident in the country with typical athletic spirit in today's world.

• One of the reasons of great development potential of e-sports is that it is related with other industry events, including major trade shows, press conferences, and even traveling orchestras (Borowy and Jin 2254).

• To promote E-sports, it also needs to stress technology, marketing and culture all together as they are in fact interacting with each other(Rambusch,Jakobsson,and  Pargman 163)

TOPIC THREE: there are a lot of benefits of E-sports development, not only to individually but also to the society economically and spiritually.

•In the country with a more comprehensive development of these competitive sports, professional players can get rich remuneration, honor and social status, and worship of E-sports lovers(Rambusch,Jakobsson,and  Pargman 157).

• With the positive spirits expressed through E-sports, it can exercise and improve the thinking ability of the participants, reaction, mind and limbs coordination and willpower, and cultivate team spirit(Rambusch,Jakobsson,and  Pargman 157---159).

Annotated Bibliography

Jana Rambusch , Peter Jakobsson  and Daniel Pargman. Exploring E-sports: A Case Study of Gameplay in Counter-strike. 2007. Authors & Digital Games Research Association (DiGRA).

This is a based on conference article of DiGRA 2007 Conference. Its authors are Jana Rambusch , Peter Jakobsson  and Daniel Pargman . They are professional researchers in the university. So it is reliable. Its main content is a discussion of E-sports based on a case study of Gameplay in Counter-strike. At first, it gives a general picture of success of Counter-strike in terms of number of people playing this games and special culture deriving from this game. Then, there is an exploration of reasons for such huge success of Counter-strike. It is argued and believed by Jana Rambusch , Peter Jakobsson  and Daniel Pargman that this success is not just about game design and the performance of individual players. However, it is important to look at a game play in a context, which means to link it with many actors and interest groups. Thus, game play is a sort of socio-cultural practice. The framework to describe a context or cultural factors of game play is introduced which includes marketing, technology and culture.   There are four parts of the main body: 1) Player actions during play 2) Interactions within and between teams, 3) Players and fans on the Internet; 4) The gaming scene: players, organizations, sponsors and tournaments.  Also, there is some academic discussion in terms of research approach of game studies: a shift from formalistic approaches to player-centered approaches with a focus on actual gamers’ actual activities and methodology of academic discussion on game play. At last, it is concluded that all kinds of elements of players, users and consumers and programmers, marketers and designers in the field of technology, marketing and culture are in fact interacting with each other.

Michael Borowy and Dal Yong Jin. Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests. International Journal of Communication 7 (2013), 2254-2274. 1932–8036/20130005

This is a journal article published on International Journal of Communication. So it is rather reliable. It is mainly about origins of it, the development of e-sport as a result of booming of experience- and event centric economy and its relationship with a lot of other industry events. It states that it is important to view it from cultural, sociological, and political perspective. And it is argued that its origin has a close relationship with marketing of digital games and its gradual transition into a sport. Also, it presents some theoretical framework, namely the experience economy and theoretical model. With the establishment of conceptual models of sport and media, the rise of the video game industry and public competition, arcade Games is redefined as e-sports. Also, with the professionalization, more and more gate receipts and prize money brought by e-sports, there is the sportification process of it. At last, it is concluded that E-Sport is not only public sites of entertainment but also a sports spectacle of the digital market economy.

Bosc, G. Strategic pattern discovery in RTS-games for E-sport with sequential pattern mining. 2013

In this article, it gives a clear definition of E-sport as an extreme practice of     video games and major components: cyber athletes, competition and tournaments. Also, one important feature is pointed out: professionalism. Then, the media how they get spread and the huge economical value are discussed. More importantly, it studies the game playing as a sequence of actions and has yielded deeper understanding of game playing based on case study of professional players of Starcraft II.

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