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E-sports Report path and mode: A Case Study on China Youth Online

Published: 20 April 2020 Publication History

Abstract

In recent years, the development of China's e-sports has received more and more attention. Many influential events have caused a sensation on social media and became media events for the national carnival. As an important channel for the public to obtain news information, online media plays an indispensable role in reporting e-sports news. This article has researched China Youth Online, collected the news report focusing on e-sports from 2002 to 2019. Based on the social network analysis method and content analysis method, this study analyzed the report topics and report attitudes about e-sports. It was found that in the aspect of report topics, China Youth Online concerned about the impact of e-sports on the development of youth. This paper pointed out the deficiencies in government supervision, acknowledged the positive effects of e-sports culture, and supported the development of e-sports technology. Also, in terms of reporting attitudes, the majority of them were negative towards youth, social evaluation, e-sports industry chain and other issues, mostly e-sports issues about technology and education had positive attitudes, and mostly e-sports games were found to be neutral.

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Cited By

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  • (2023)Beyond the Screen: Do Esports Participants Really Have More Physical Health Problems?Sustainability10.3390/su15231639115:23(16391)Online publication date: 28-Nov-2023
  • (2023)How Chinese Media Addresses Esports Issues: A Text Mining Comparative Analysis of Online News and Viewers’ Comments on the Hangzhou Asian GamesElectronics10.3390/electronics1224496112:24(4961)Online publication date: 11-Dec-2023
  • (2022)Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI)10.1109/IRI54793.2022.00065(270-277)Online publication date: Aug-2022
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          cover image ACM Conferences
          WWW '20: Companion Proceedings of the Web Conference 2020
          April 2020
          854 pages
          ISBN:9781450370240
          DOI:10.1145/3366424
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          Published: 20 April 2020

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          April 20 - 24, 2020
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          Cited By

          View all
          • (2023)Beyond the Screen: Do Esports Participants Really Have More Physical Health Problems?Sustainability10.3390/su15231639115:23(16391)Online publication date: 28-Nov-2023
          • (2023)How Chinese Media Addresses Esports Issues: A Text Mining Comparative Analysis of Online News and Viewers’ Comments on the Hangzhou Asian GamesElectronics10.3390/electronics1224496112:24(4961)Online publication date: 11-Dec-2023
          • (2022)Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI)10.1109/IRI54793.2022.00065(270-277)Online publication date: Aug-2022
          • (2022)Two Overwatch Player ProfilesModes of Esports Engagement in Overwatch10.1007/978-3-030-82767-0_2(11-30)Online publication date: 10-Mar-2022

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