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追溯电子竞技在中国的发展,我们几乎可以肯定,大学校园是最先掀起第一波热潮的发源地。大学生是一个青春活力,乐于接受新鲜事物的社会群体,当他们处于一个学习压力相对较小,大量时间可以自由支配的校园宽松生活环境里,自然会被电子竞技这种新奇理念和独特魅力的竞技运动所牢牢吸引。2006年前后是大学电子竞技赛事最火爆的时候,NUGL和WUGL等著名名牌赛事吸引了全国超过60所大学和众多高校选手参与。PGL和IEF这类校园行活动也曾引起强烈的反响。时过境迁,高投入,不稳定因素,以及没有一套成熟的组织执行体系种种原因让很多曾经辉煌的高校品牌赛事都已成为历史,或停滞不前。
Tracing the development of e-sports in China, we can almost be sure that the university campus is the cradle of the first wave of waves. Students are a group of youthful and willing to accept the new things social groups, when they are in a relatively small study pressure, a lot of time can be freely dominated campus loose living environment, will naturally be the new concept of e-sports and unique charm of the athletics Exercise firmly attracted. Before and after 2006 is the most popular university e-sports events, NUGL and WUGL and other famous brand-name events attracted more than 60 universities and colleges and universities participating players. Campus activities such as PGL and IEF have also aroused strong repercussions. The passage of time, high investment, instability, and lack of a mature system of implementation of the organization for many reasons that many have been brilliant college brand events have become history, or stagnant.