电子竞技史

作者
张轩
丛书名
出版社
电子工业出版社
ISBN
9787121350566
简要
简介
内容简介书籍计算机书籍 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。
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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