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         <title>Details Of Electronic Game Competiti </title>
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         <title>Reference List</title>
         <author>1255465298</author>
         <link>https://padlet.com/1255465298/brexrvu5h3xr49sg/wish/2988022000</link>
         <description><![CDATA[<p>1.About Video Games,E-sports and Modern Sports ,Shuting Lv,2020，5-16.</p><p>2.Study on influencing factors and development model of e-sports industry cluster，Siqi Yang，2022，2-9.</p><p>3.Construction of value chain model of e-sports industry in China Value-added research ，Zhengyu Su，2023，15-17.</p><p><br></p>]]></description>
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         <title>Timeline and evolutions</title>
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         <description><![CDATA[<p>As shown in the figure.</p>]]></description>
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         <title>Some questions about the poll on esports（to different groups of people）</title>
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         <description><![CDATA[<p><br></p><p>   </p>]]></description>
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         <title>News of the e- sports（epoch significance for China）</title>
         <author>1255465298</author>
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         <description><![CDATA[<p>1.Competitive ECL esports Champions League:</p><p>Introduction: Supported by the State General Administration of Sports and the Beijing Municipal People's Government, it aims to build the world's largest e-sports event.</p><p>Importance: ECL has made major innovations in the format and scale of competitions, marking a new stage in the development of esports in China.</p><p>2.NEST National esports Competition:</p><p>Introduction: Sponsored by the State General Administration of Sports Sports Information Center, Shanghai Huaao electronic sports Information Technology Co., LTD.</p><p>Importance: Since 2013, NEST has filled the gap of large integrated esports events in the country and become the "National Games" of the esports industry, playing an important role in promoting the development of China's esports industry2.</p>]]></description>
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         <title>Analysis of the interview above</title>
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         <title>Posters of design game characters for esports games</title>
         <author>1255465298</author>
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         <description><![CDATA[<p>For the production of e-sports characters, this is the symbolic performance of e-sports games, and at the same time, it also represents the development trend and future prospects of e-sports industrialization.Su Zhengyu, a graduate from Liaoning Normal University, said，through a series of analysis and research, it is shown that: (1) the value chain model of China's e-sports industry is constructed by its supporting activities, basic activities and extended activities value chain. (2) Support the activity value chain to improve the operational efficiency and capacity of the value chain of China's e-sports industry, and indirectly enhance its industrial value. (3) The value chain of basic activities is the foundation and core link of the value chain of China's e-sports industry. (4) Extending the activity value chain is the direction of upgrading the value chain of China's e-sports industry. (5) The value chain of basic activities and the extended activity value chain realize value appreciation through their own operations and with the assistance of the supporting activity value chain. (6) The value chain of support activities includes policy and legal support, technical support, human resource support, social and cultural support, etc. The value chain of basic activities includes industrial upstream value activities, industrial midstream value activities, and industrial downstream value activities, and the extended value chain includes e-sports literature travel, e-sports e-commerce, e-sports video and audio industry, e-sports real estate and other activities.</p><p>Based on the model of China's e-sports industry value chain, the role of each link and the development status of China's e-sports industry, the following suggestions are put forward for the future development of China's e-sports industry: (1) Relying on the policy and legal support of the supportive activity value chain, improving the e-sports law, and developing healthily under the guidance of national policies and ideology. To improve the legal research of e-sports industry and systemize, deepen and standardize its legal services is an urgent part of the development of the value chain of supporting activities in China's e-sports industry. (2) To do a solid job in the core activities of the value chain of basic activities, and create an e-sports industry with national characteristics. Integrate national characteristics into e-sports projects, build an e-sports industry with national characteristics, and consolidate the foundation of China's e-sports industry. (3) Focus on the cultural value of e-sports and build the cultural value of e-sports. By holding its own huge traffic port, it provides a good carrier for passing our country's cultural values domestically and internationally, and promotes our country's e-sports healthy and sound development. (4) Develop the content of the value chain of extended activities of the e-sports industry and grasp the upgrading direction of the e-sports industry. The in-depth mining of e-sports brand value, the development of commercial potential of derivative products, and the layout of industrial matrix provide users with more comprehensive additional services. Through the integration of advantageous market resources, promote the scale expansion and structural changes of the industrial value chain, so that China's e-sports industry will move towards a better, more accurate and more diversified direction. (5) Strengthen the support of the value chain of supporting activities and improve the operation level of value activities themselves. Increasing the auxiliary efforts of the value chain of supporting activities, improving the operation level of basic and extended value activities can intuitively bring about an increase in its industrial output, achieve value appreciation at the economic level, and also enhance the social and cultural value of China's e-sports industry.（Zhengyu Su，2023）</p>]]></description>
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         <title>The growing up story of esports player Zihao Jian</title>
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         <title>Annotated Bibliography</title>
         <author>1255465298</author>
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         <description><![CDATA[<p>1. Shuting Lv,（2020）.About Video Games,E-sports and Modern Sports，5-16.This paper was published by Shuting Lv, who as a new generation of e-sports research, is a senior professional in e-sports sports at Guangzhou Institute of Sport, and his views on this aspect are persuasive and authoritative. The main research direction of this paper is to trace the history and origin of e-sports as well as the future prospect direction and trend development. The forecast and analysis of the future development situation, and some proposals for the environment.It is necessary to cite some of his reliability analysis and data to make the overall argument more reliable.</p><p>2.Siqi Yang（2022）.Study on influencing factors and development model of e-sports industry cluster，2-9.As a graduate of Beijing Sport University, his research on the development factors and prospects of e-sports competition is very sufficient, and through a large number of experiments and investigations have proved that his views on the trend are indeed commendable. His work can be trusted. He also represents the attitude and confidence of the younger generation towards e-sports.    </p><p>3.Zhengyu Su（2023）.Construction of value chain model of e-sports industry in China Value-added research ，15-17.Through the research and exploration of the development of e-sports industry and various derivative careers, he has developed many derivative industries and future investment directions. His article describes in detail the development trend of e-sports in many directions, and puts forward bold ideas for many projects that have not yet been determined and developed, which is unprecedented and very innovative. This is very instructive for interested scholars.</p><p><br></p><p><br></p>]]></description>
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