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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 謝吉隆,林照真 | |
dc.contributor.author | Ping-Jen Wei | en |
dc.contributor.author | 韋秉仁 | zh_TW |
dc.date.accessioned | 2021-06-17T06:10:32Z | - |
dc.date.available | 2020-11-29 | |
dc.date.copyright | 2018-11-29 | |
dc.date.issued | 2018 | |
dc.date.submitted | 2018-11-19 | |
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/71808 | - |
dc.description.abstract | 全球電子競技(e-Sport,簡稱電競)產業正在高速發展。根據New Zoo產業報告,2016年全球的電競遊戲產值約為996億美元,今(2018)則上看1,379億美元。除此之外,全球的電競玩家與觀眾也在高速成長,高達3.8億人口。2017年底,電競終於臺灣被政府正名,列為運動項目,更是登上亞洲奧運的殿堂。
讓產業蓬勃發展的核心關鍵,是一群年僅20歲左右的電競選手。許多選手過去曾長期泡網咖,為傳統觀念中的「不務正業」、「問題小孩」。然而,透過打遊戲的世界比賽,他們登上世界舞台,被譽為「臺灣之光」。 隨著電競產業的發展,商業邏輯運作已經深入電競產業。在俱樂部、經紀公司的炒作下,電競選手被打造成「偶像明星」。接受品牌形象、口語表達等課程,為了就是培養選手的「偶像氣息」,打造一個全方位的明星。這群選手,被許多粉絲愛慕、追捧,享受著媒體聚光燈。 電競選手多數在高中時就踏入職業圈。每天14小時以上的練習和比賽,使得這群年輕人沒有時間,培養第二專長或是課業升學。因此,當他們退役之時,除了遊戲之外,鮮少有第二專長。許多甚至因為長期高壓訓練,患有職業病,例如:高度近視、肥胖、腕隧道症候群等。對於選手面臨的風險和代價,社會極少關心。 本篇深度報導論文的核心問題有二。第一是闡述電競產業內涵,解釋電競職業選手的專業,並讓讀者能認識這新興產業;第二是報導職業選手的風險和代價,希望喚起更多人重視電競選手的勞動條件。讓有意成為電競選手的年輕人,更加了解該產業內涵,不要盲目的追求電競夢。 | zh_TW |
dc.description.abstract | E-Sport industry is growing at a high speed around the world. According to the industrial report done by New Zoo, the production value of e-Sports and gaming industry in 2016 was about 99.6 billion dollars. And in 2018 is estimated more than 137.9 billion dollars.
In addition, the e-Sports players and viewers are also growing at a high speed. Spectators of e-Sports in 2018 are estimated 380 million. In 2017, e-Sports was announced as a sports event by the Taiwan government. And was also listed in 2018 Asian Games. The key of all this is the e-Sports players, who are only about 20 years old. Many of them who used to hang out in internet cafes, and being seen as problem teenagers in the traditional society. However, through playing games, a profession that has not been valued in the past, they have entered the world stage and are known as 'heroes of Taiwan.' E-sports offers these young people, a path they never had before. As the e-Sports industry growing, the business rules have penetrated into the industry. Trough the hype of clubs and agency companies, e-Sports players have become 'idol stars.' Taking brand image, oral expression and other classes in order to cultivate the player's 'idol look'. Professional e-Sports players have lived under the spotlight and are loved by fans. However, most of them became professional players while they were high school student. And more than 14 hours of practice a day makes these young people have no time to build up their second specialties or to progress to school. Therefore, when they retired, they might end up having job transition problems. Many of them suffer from occupational injuries, such as high myopia, obesity, and carpal tunnel syndrome. However, the risks and costs faced by these professional players are rarely mentioned. Therefore, there are two core issues in this in-depth report. The first is to understand the connotation of the e-Sports industry, explain the professionalism of e-Sports professional players, and let readers learn more about this emerging industry. Secondary is to report the risks and costs of professional players, hoping to evoke more people paying attention to the welfare and working conditions of the players. Also to tell those young students who are interested in becoming e-Sports players, the risks and costs of becoming one of them, hoping not to pursue blindly. | en |
dc.description.provenance | Made available in DSpace on 2021-06-17T06:10:32Z (GMT). No. of bitstreams: 1 ntu-107-R04342012-1.pdf: 3647891 bytes, checksum: e77c72266c0720431b1107d1fdbc3f73 (MD5) Previous issue date: 2018 | en |
dc.description.tableofcontents | 〈深度報導〉 1
第一章 電競英雄:宅男變偶像 3 第二章 英雄養成背後的天份和努力 14 第三章 商業化的電競產業 28 第四章 格鬥遊戲選手和線下社群 40 第五章 電競追夢背後的代價 52 第六章 電競教育裡追夢的學子 62 第七章 電競的喧鬧和迷惘 72 〈報導企劃〉 79 第一章 報導動機 81 第二章 文獻回顧 86 第一節 電子競技的定義與界定 86 第二節 電子遊戲作為職業 89 第三節 電競選手職涯及退役問題 93 第三章 報導規劃 96 第一節 章節規劃 97 第二節 採訪名單 99 參考文獻 103 | |
dc.language.iso | zh-TW | |
dc.title | 宅男變明星:電競選手的職業路 | zh_TW |
dc.title | Geeks Become Stars: The Career Path of e-Sports Players | en |
dc.type | Thesis | |
dc.date.schoolyear | 107-1 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 梁玉芳,林伯修 | |
dc.subject.keyword | 電子競技,電競選手,競技運動,運動選手退役,青年運動員, | zh_TW |
dc.subject.keyword | e-Sports,Electronic-Sports,Cyber-Athletic,Cyber-Sports,e-Sport players,athlete transition,student-athletes, | en |
dc.relation.page | 107 | |
dc.identifier.doi | 10.6342/NTU201804284 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2018-11-19 | |
dc.contributor.author-college | 社會科學院 | zh_TW |
dc.contributor.author-dept | 新聞研究所 | zh_TW |
顯示於系所單位: | 新聞研究所 |
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