电子竞技史
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36
7.5折
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48
九品
库存2件
作者张轩
出版社电子工业出版社
ISBN9787121350566
出版时间2019-06
装帧平装
开本32开
定价48元
货号1157852791315218440
上书时间2024-11-13
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商品简介
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。
作者简介
张轩先生是久意电竞的创始人,自久意2015年承办中国电子竞技大会(CIG)开始,就一直担任CIG组委会的常务副秘书长;张轩先生还是澳门电子竞技总会的名誉会长。澳门电子竞技总会于2018年4月成立,旨在推动和连接两岸以及国际的电竞产业发展。
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
内容摘要
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。
主编推荐
本书从电子竞技的源头开始回溯,以严谨审慎的学术态度将电子竞技从起源到发展壮大再到成为新兴产业的历史
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