- ISBN:9787121350566
- 装帧:一般胶版纸
- 册数:暂无
- 重量:暂无
- 开本:其他
- 页数:240
- 出版时间:2018-06-01
- 条形码:9787121350566 ; 978-7-121-35056-6
本书特色
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。
内容简介
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,在大量调研靠前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靠前运动项目,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。
目录
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 **场电竞赛事··································································15
1.4 **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**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·······························································
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。
-
全图解零基础word excel ppt 应用教程
¥15.6¥48.0 -
有限与无限的游戏:一个哲学家眼中的竞技世界
¥37.4¥68.0 -
硅谷之火-人与计算机的未来
¥12.7¥39.8 -
机器学习
¥59.4¥108.0 -
深度学习的数学
¥43.5¥69.0 -
智能硬件项目教程:基于ARDUINO(第2版)
¥37.7¥65.0 -
情感计算
¥66.8¥89.0 -
元启发式算法与背包问题研究
¥38.2¥49.0 -
LINUX企业运维实战(REDIS+ZABBIX+NGINX+PROMETHEUS+GRAFANA+LNMP)
¥48.3¥69.0 -
AI虚拟数字人:商业模式+形象创建+视频直播+案例应用
¥62.9¥89.8 -
LINUX实战——从入门到精通
¥48.3¥69.0 -
UNIX环境高级编程(第3版)
¥164.9¥229.0 -
剪映AI
¥52.8¥88.0 -
数据驱动的工业人工智能:建模方法与应用
¥68.3¥99.0 -
深度学习高手笔记 卷2:经典应用
¥90.9¥129.8 -
纹样之美:中国传统经典纹样速查手册
¥76.3¥109.0 -
UG NX 12.0数控编程
¥24.8¥45.0 -
MATLAB计算机视觉与深度学习实战(第2版)
¥90.9¥128.0 -
UN NX 12.0多轴数控编程案例教程
¥24.3¥38.0 -
微机组装与系统维护技术教程(第二版)
¥37.8¥43.0