《電子競技史》是2019年6月電子工業出版社出版的圖書,作者是張軒、張大鵬。
基本介紹
- 中文名:電子競技史
- 作者:張軒、張大鵬
- ISBN:9787121350566
- 頁數:240頁
- 定價:48元
- 出版社:電子工業出版社
- 出版時間:2019年6月
- 開本:32開
內容簡介,圖書目錄,
內容簡介
本書編委會由上海久意信息技術有限公司等一線平台的從業者,上海戲劇學院、華東師範大學等高校學者,上海文廣新聞傳媒集團等相關專家組成。編委會囊括了電子競技行業的“產學研”精英,在大量調研國內外歷史資料和採訪相關人士的基礎上集結成此書。 電子競技作為新興的國際運動項目,得到了社會各界的支持與關注。本書回溯了電子競技的發展史,將電子競技從起源、壯大到受阻後重生,再到成為新興產業的歷程一一道來,資料豐富、內容翔實,體系嚴謹、理論科學。
圖書目錄
第一章 萌芽(1983年之前)···························································1
1.1 背景·····················································································1
1.1.1 時代背景······································································1
1.1.2 硬體設備發展································································1
1.1.3 電子遊戲的誕生·····························································4
1.2 遊戲廠商:雅達利································································7
1.3 第一場電競賽事··································································15
1.4 第一支戰隊·········································································17
1.5 國內狀態·············································································20
1.5.1 經濟狀況·····································································20
1.5.2 硬體設備·····································································20
1.5.3 電子遊戲尚未出現·························································23
思考題························································································24
第二章 轉變(1983—1997)··························································25
2.1 日本遊戲產業的崛起···························································25
2.1.1 日本遊戲廠商從模仿到自主·············································25
2.1.2 任天堂轉型和紅白機大熱················································27
2.2 賽事····················································································31
2.2.1 玩家自發建立的賽事······················································31
2.2.2 遊戲廠商舉辦的賽事······················································33
2.3 PC誕生與普及····································································41
2.3.1 1971年,Intel公司4004晶片問世·····································41
2.3.2 1981年,IBM推出全球第一台個人計算機5150···················42
2.3.3 1995年,Windows 95作業系統發布··································43
2.3.4 早期PC電子競技賽事····················································44
2.4 國內狀態·············································································50
2.4.1 經濟環境·····································································50
2.4.2 政策條件·····································································52
2.4.3 科技基礎·····································································54
思考題························································································60
第三章 興起(1998—2000)··························································63
3.1 背景····················································································63
3.1.1 硬體設備·····································································63
3.1.2 時代背景·····································································66
3.2 遊戲····················································································68
3.2.1 《星際爭霸》·································································68
3.2.2 《反恐精英》·································································76
3.2.3 其他···········································································84
3.3 賽事主辦方·········································································89
3.3.1 Cyberathlete Professional League(CPL)·····························90
3.3.2 Professional Gaming League(PGL)···································92
3.4 國內狀態·············································································92
3.4.1 加入WTO:開放程度提高···············································92
3.4.2 網路···········································································93
3.4.3 賽事···········································································97
思考題······················································································100
第四章 爆發(2001—2007)························································101
4.1 背景··················································································101
4.1.1 加入WTO,走向世界···················································101
4.1.2 “孤島”時代的終結····················································101
4.1.3 電子競技發展拐點·······················································104
4.2 遊戲··················································································107
4.2.1 《魔獸爭霸3》·····························································107
4.2.2 《刀塔》·····································································113
4.3 賽事··················································································118
4.3.1 國際賽事···································································118
4.3.2 國內賽事···································································127
4.4 俱樂部··············································································130
4.4.1 國外著名電競俱樂部····················································130
4.4.2 國內著名電競俱樂部····················································136
4.5 政策··················································································137
4.6 平台··················································································138
4.6.1 聯眾&QQ···································································138
4.6.2 浩方·········································································141
第五章 寒冬(2008—2010)························································145
5.1 背景··················································································145
5.2 賽事與俱樂部····································································145
5.2.1 賽事贊助減少,大型賽事停辦········································146
5.2.2 電競俱樂部裁員、解散·················································148
5.3 政策··················································································149
5.4 電競選手尋求新的收入來源···············································150
5.4.1 視頻解說···································································151
5.4.2 主播開設淘寶店··························································152
思考題······················································································155
第六章 重生(2011—2013)························································157
6.1 背景··················································································157
6.2 遊戲··················································································161
6.2.1 《英雄聯盟》·······························································161
6.2.2 《刀塔2》···································································167
6.3 俱樂部··············································································171
6.3.1 iG············································································171
6.3.2 WE···········································································173
6.4 平台··················································································175
6.4.1 天梯體系···································································175
6.4.2 VS競技遊戲平台·························································178
思考題······················································································180
第七章 盛世(2014—)································································181
7.1 背景··················································································181
7.1.1 資本催化···································································181
7.1.2 政策支持···································································184
7.1.3 玩家激增···································································185
7.2 遊戲··················································································186
7.2.1 手機遊戲···································································186
7.2.2 大逃殺遊戲································································192
7.3 政策··················································································200
7.3.1 賽事政策···································································200
7.3.2 教育政策···································································202
7.4 賽事··················································································204
7.4.1 TI············································································204
7.4.2 S系列賽····································································209
7.4.3 其他賽事···································································214
7.5 俱 樂 部·······································································215 、
7.5.1 成熟化、專業化、體系化··············································215
7.5.2 “強勢進入,整合電競”的ACE聯盟·······························216
7.5.3 城市主場:帶動當地產業發展及LPL的多城市主場規劃······218
7.6 平台··················································································219
思考題······················································································224