2018
DOI: 10.3998/mij.15031809.0005.106
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Game On: The Rise of the eSports Middle Kingdom

Abstract: This article examines the rise of eSports in China in

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Cited by 29 publications
(17 citation statements)
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References 6 publications
(6 reference statements)
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“…Although eSports do not depend on the physical abilities of the participants in the way traditional sports do (e.g. basketball, football or hockey), eSports tourism can still be evaluated as a type of sports tourism, according to Gibson (2003), because eSports events attract the largest audiences in the world (Pe, Čičin-ain, & Blažević, 2017;Yu, 2018) and are a tourist attraction for any event sports organisation (Yenişehirlioğlu et al, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…Although eSports do not depend on the physical abilities of the participants in the way traditional sports do (e.g. basketball, football or hockey), eSports tourism can still be evaluated as a type of sports tourism, according to Gibson (2003), because eSports events attract the largest audiences in the world (Pe, Čičin-ain, & Blažević, 2017;Yu, 2018) and are a tourist attraction for any event sports organisation (Yenişehirlioğlu et al, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…However, since then, China’s eSports market has run like a high-revving engine. The Chinese government has encouraged the growth of the eSports industry for its significant contribution to the digital economy and its ability to craft nationalism and soft power (Yu, 2017b, 2018). Although China is a relative latecomer to the new playing field of the digital economy and the specific eSports market, it is undergoing a rapid transformation from a manufacturing powerhouse into an innovative nation because of its state-centred approach to economic development in diverse digital economic sectors, including the eSports industry.…”
Section: Background and Methodsmentioning
confidence: 99%
“…Therefore, China’s gaming and eSports market quickly overtook those of South Korea, North America, and Europe to become the world’s largest gaming market in 2009 and the world’s largest eSports market in 2016 (Yu, 2018). A recent report by iResearch (2019) stated that China’s eSports market is estimated to reach RMB 113 billion (about USD 14.12 billion) in 2019, and RMB 135.3 billion (about USD 16.9 billion) in 2020.…”
Section: Background and Methodsmentioning
confidence: 99%
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“…Since this time, the expanding eSports culture has produced a vast cohort of video-game players in China whose peak age ranges between 16 and 22 years (HRSS, 2019). Starting around 1999, with the first unofficial online StarCraft championship, eSports gained official recognition in China, and China's General Administration of Sport approved eSports as the country's 99th official sport in November 2003 (Yu, 2018). On 19 June 2004, the official governing body for sport in China, the Sports Ministry, and the All China Sports Federation (ACSF), launched the First China E-sports Games (CEG) (Lu, 2016).…”
Section: Esports Development In Chinamentioning
confidence: 99%