技术教育社区
www.teccses.org

电子竞技史

封面

作者:张轩

页数:240

出版社:电子工业出版社

出版日期:2018

ISBN:9787121350566

电子书格式:pdf/epub/txt

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。

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。

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。

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·······························································

下载地址

立即下载

(解压密码:www.teccses.org)

Article Title:《电子竞技史》
Article link:https://www.teccses.org/1039334.html