簡易檢索 / 詳目顯示

研究生: 郭鎧華
Kuo, Kai-Hua
論文名稱: 臺灣電競選手職涯發展的探究
The Study on Career Development of Taiwanese Professional eSports Players
指導教授: 程瑞福
Cheng, Rui-Fu
口試委員: 程瑞福
Cheng, Rui-Fu
李晶
Li, Ching
陳伯儀
Chen, Bo-I
口試日期: 2024/05/31
學位類別: 碩士
Master
系所名稱: 運動休閒與餐旅管理研究所運動休閒與餐旅管理碩士在職專班
Graduate Institute of Sport, Leisure and Hospitality Management_Continuing Education Master's Program of Sport, Leisure and Hospitality Management
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 88
中文關鍵詞: 電子競技電競選手職涯發展電競環境電競產業
英文關鍵詞: esports, esports players, career development, esports environment, esports industry
研究方法: 深度訪談法半結構式訪談法
DOI URL: http://doi.org/10.6345/NTNU202401335
論文種類: 學術論文
相關次數: 點閱:82下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 近年來,電子競技靠著科技和網路技術的進步崛起,成為時下最夯、最具潛力的新興產業。然而,在全球及亞洲許多國家電競連年持續蓬勃發展的對比下,臺灣電競的產值雖亦上升,但專業人才卻反向出走。雖然政府在2017年將電競納入運動產業發展條例中,但電競的發展仍需要政策持續的改善,成為帶動產業鏈的推力,並著手於人才的培育。本研究透過半結構式訪談法,訪談臺灣現役資深電競選手,探討臺灣電競選手職業生涯的概況,並了解電競環境與選手職涯發展的相互關係。依相關文獻內容與訪談結果進行分析與探討,所得結論如下:
    一、臺灣電競選手的職業生涯發展歷程,起因於對電競的喜愛,惟受整體大環境影響仍有許多不確定因素。
    二、臺灣電競選手在職涯發展上的困境和傳統運動員近似,含現實經濟、專業技術、及親友的支持等層面,唯有各層面能健全,才能有更良好的發展機會。
    三、臺灣電競環境發展時間已久,但卻遠遠落後於其他主要發展國家,缺乏政府及民間積極推動的決心。
    四、臺灣電競人才培育需要以產學合作的方式來進行,由政府作為企業與學界的溝通橋樑,讓人才育成不背離實際運用,臺灣電競產業才能具有永續發展契機。

    By leveraging advanced technology and internet connectivity, esports has risen to prominence as one of the most promising emerging industries in recent years. Despite the continuous growth of esports globally, including in many Asian countries, Taiwan has experienced an increase in revenue but a reverse trend in its talent pool. Although the government included esports in the Sports Industry Development Act in 2017, further policy improvements are still needed to drive the industry and focus on talent development. This study utilized semi-structured interviews to interview experienced esports players in Taiwan, aiming to gain an overview of their professional careers and understand the relationship between the environment and their career development. Through analysis and discussion of relevant literature and interview results, the following conclusions were drawn:
    1. The professional career development of esports players in Taiwan began with a love for games but was influenced by many uncertainties due to the overall environment.
    2. The challenges faced by esports players in Taiwan in their careers were similar to those of traditional athletes, including aspects such as economic support, professional skills, and support from their family and friends. Only when all aspects were sound could there be better development opportunities.
    3. While the development of the esports environment in Taiwan has been long-standing, it has lagged far behind other major developed countries, lacking the determination and active promotion of both the government and the industry.
    4. The cultivation of esports talent in Taiwan needed to be carried out through industry-academia collaboration, with the government serving as a bridge between the industry and academia, ensuring that talent development aligned with practical applications. This approach could provide Taiwan's esports industry with sustainable development opportunities.

    第壹章 緒論1 第一節 研究背景與動機 1 第二節 研究目的 4 第三節 研究問題 4 第四節 研究重要性 4 第五節 研究範圍 5 第六節 研究限制 5 第七節 名詞釋義 6 第貳章 文獻探討 8 第一節 全球電競發展概況 8 第二節 臺灣電競發展的源起 15 第三節 臺灣電競發展的現狀 17 第四節 電競選手的職涯發展 20 第五節 臺灣電子競技發展之相關研究 25 第參章 研究方法 29 第一節 研究架構 29 第二節 研究流程 31 第三節 研究對象 32 第四節 資料蒐集方法 34 第五節 研究工具 35 第六節 資料信效度 36 第肆章 電競選手的職涯發展 38 第一節 臺灣電競選手職業生涯的發展歷程 38 第二節 臺灣電競環境發展探討 49 第三節 臺灣電競選手職涯發展 53 第四節 小結 57 第伍章 結論與建議 58 第一節 結論 58 第二節 建議 61 參考文獻 63 附錄 73 附錄一 訪談同意書 73 附錄二 訪談逐字稿 74

    大瀧令嗣、陳彥夫、王姵嵐 (2014)。電子遊戲產業概論。翰蘆圖書出版有限公司。
    中國電競產業研究院 (2023)。全球電競運動行業發展報告。中國電競產業研究院。
    中國文化管理協會電子競技管理委員會 (2022,7月20日)。杭州亚运会2023年9月23日举行 包含8个电竞正式项目。中國文化管理協會電子競技管理委員會。http://www.chinaesports.org.cn/index.php?c=article&id=169
    中華民國電子競技運動協會 (2019)。全新里程碑!電競產學聯盟《星光計劃》正式啟動。中華民國電子競技運動協會。https://www.esports.com.tw/edcontent_d.php?lang=tw&tb=2&cid=36&id=3975
    巴哈姆特 (2015,7月19日)。台灣選手向玉麟於 EVO 2015《終極快打旋風 4》賽事擊敗 2D 格鬥之神梅原大吾。巴哈姆特。https://gnn.gamer.com.tw/detail.php?sn=118047
    犬拓 (2023,5月9日)。格鬥電競嘉年華「BeePro Cup 2023」開始售票 將成《快打旋風 6》首場大型賽事。巴哈姆特。https://gnn.gamer.com.tw/detail.php?sn=249458
    方士奇 (2016)。我國電子競技產業發展與職業選手職涯規劃之研究 [未出版碩士論文]。國立政治大學。
    任玄 (2017,7月15日)。【捷報】台灣林家弘《格鬥天王XIV》戰勝中國小孩!高捧首座 EVO 世界冠軍。Yahoo!新聞。https://tw.news.yahoo.com/%E6%9E%97%E5%AE%B6%E5%BC%98%E3%80%8A%E6%A0%BC%E9%AC%A5%E5%A4%A9%E7%8E%8Bxiv%E3%80%8B%E6%88%B0%E5%8B%9D%E4%B8%AD%E5%9C%8B%E5%B0%8F%E5%AD%A9%EF%BC%81%E9%AB%98%E6%8D%A7%E5%8F%B0%E7%81%A3%E9%A6%96-092707846.html
    何佩珊 (2019,8月28日)。全球電競商機正熱 台灣卻鬧人才出走。今周刊。https://www.businesstoday.com.tw/article/category/80392/post/201908280020/%E5%85%A8%E7%90%83%E9%9B%BB%E7%AB%B6%E5%95%86%E6%A9%9F%E6%AD%A3%E7%86%B1%20%20%E5%8F%B0%E7%81%A3%E5%8D%BB%E9%AC%A7%E4%BA%BA%E6%89%8D%E5%87%BA%E8%B5%B0
    李繼偉 (2006)。我國電子競技運動職業化、產業化現狀分析。全國中文核心期刊,481,325-326。
    李彤嫣 (2014)。台灣與南韓國家競爭優勢之比較研究:以電子競技產業為例 [未出版碩士論文]。國立成功大學。
    李濤 (2005)。我國電子競技產業的發展研究[未出版碩士論文]。廣西師範大學。
    吳榮中 (2021)。臺灣電競選手職涯規劃之影響因素分析 [未出版碩士論文]。稻江科技暨管理學院。
    周之鼎 (2017,6月8日)。TESL不玩自己的了!台灣電競聯盟將轉型建構電競產業鏈。ETtoday遊戲雲。https://game.ettoday.net/article/955185.html
    周文凱 (2018,1月4日)。遊戲直播第一品牌 圓剛幫你成為最夯實況主!遠見。https://www.gvm.com.tw/article/41747
    周文凱 (2022,8月8日)。台灣ZJZ、ET、小黑包辦EVO 2022《拳皇 XV》前三名 創史上最佳成績。鏡周刊。https://www.mirrormedia.mg/story/20220808insight001
    周正昕 (2018)。台灣電競產業鏈之建構-以英雄聯盟為例 [未出版碩士論文]。國立政治大學。
    屈萍 (2010)。我國電子競技運動的發展現狀、前景與對策。體育成人教育學刊,26(2),17-18。
    黃國彥 (2000,12月)。教育大辭書。國家教育研究院辭書。https://pedia.cloud.edu.tw/Entry/Detail/?title=%E6%96%87%E4%BB%B6%E5%88%86%E6%9E%90%E6%B3%95&search=%E6%96%87%E4%BB%B6
    韋秉仁 (2018)。宅男變明星:電競選手的職業路 [未出版碩士論文]。國立政治大學。
    祝育晟 (2011)。職業電子競技選手勞動之考察 [未出版碩士論文]。國立中正大學。
    洪逸驊 (2021)。電子競技產業發展策略之研究 [未出版碩士論文]。南開大學。
    唐子晴 (2018,8月5日)。電競走到了3.0時代―要變成年輕人的主流運動了。數位時代。https://www.bnext.com.tw/article/49207/gaming-3-0-esports
    唐周毅 (2008)。電子競技運動之發展與策略 [未出版碩士論文]。國立臺灣體育大學。
    馬宣羽 (2007)。產業生命週期對廠商存活與規模關係之影響 [未出版碩士論文]。中原大學。
    陳炳宏 (2012,11月13日)。台灣隊勇奪《格鬥天王 XIII》國際冠軍。自由時報。https://news.ltn.com.tw/news/life/paper/630092
    陳祖傑 (2022,8月9日)。EVO 2022《拳皇 XV》台灣選手包辦前三名 創史上最佳成績。 公視新聞網。https://news.pts.org.tw/article/594149
    教育部體育署 (2017)。「體育運動政策白皮書」2017修訂版。教育部。
    連育瑩 (2020)。臺灣電競選手運動生涯發展歷程及社會支持之研究 [未出版碩士論文]。國立臺灣師範大學。
    國家運動訓練中心 (2023,6月17日)。國光體育獎章及獎助學金頒發辦法。國家運動訓練中心。https://www.nstc.org.tw/RelationFiles?ModuleID=F1&CateID=b01d6644-bafc-4672-ab2a-705e1a7c47bd&CurrentIndex=2
    曾慧青 (2019,3月11日)。正視電競運動發展的困境。領客體育。https://www.linksports.tw/post/183394775370/%E6%AD%A3%E8%A6%96%E9%9B%BB%E7%AB%B6%E9%81%8B%E5%8B%95%E7%99%BC%E5%B1%95%E7%9A%84%E5%9B%B0%E5%A2%83
    葉曉倩 (2018)。時下最夯的新興產業電競產業。臺灣經濟研究月刊,41(9),121。
    楊政勳 (2020,6月26日)。【格鬥天王2】藝高膽大 他被老外稱作「沒有心臟的男人」。鏡周刊。https://www.mirrormedia.mg/story/20200623gamekof02
    楊政勳 (2018,8月5日)。【EVO2018】ET林家弘再奪《拳皇14》世界冠軍 台灣選手穿金戴銀。鏡周刊。https://www.mirrormedia.mg/story/20180805gameevo01
    楊雅翔 (2016)。娛樂世界:1980'-90'台灣電子遊戲的日常經驗 [未出版碩士論文]。國立臺北藝術大學。
    楊清淵 (2019)。運動/電競?學生/運動員?-台灣教育體系下的電競制度與選手生涯規劃 [未出版碩士論文]。國立體育大學。
    翟豐 (2001)。運動心理技能的特徵及其訓練的現狀。山東體育科技,1,24-25。https://www.cqvip.com/qk/82353x/200101/10999820.html
    鄭皓元 (2007)。看不見的未來─談台灣電子競技選手的困境 [未出版碩士論文]。國立雲林科技大學。
    潘渝霈 (2017,11月10日)。【求生的慾望】即使是世界冠軍,在親友面前仍抬不起頭…電競選手的代價,絕對讓你叫不敢。風傳媒。https://www.storm.mg/lifestyle/356847
    蔡鳳凰 (2016)。從「電子競技」看臺灣發展遊戲產業的商機與挑戰。經濟前瞻,166,114-115。
    蔡傑 (2011)。台灣電子競技產業現況初探—以台灣電子競技聯盟(TeSL)為例 [未出版碩士論文]。國立臺北教育大學。
    劉奇剛 (2010)。論我國電子競技體育產業的發展機遇、挑戰與對策。遼東學院學報,12(4),62-63。
    劉佾 (2018)。電競產業納入體育事業對臺灣電競產業之影響 [未出版碩士論文]。國立東華大學。
    盧以匡 (2015)。臺灣電競職業玩家動力與動機 [未出版碩士論文]。國立政治大學。
    鍾從定 (2020)。電競運動管理概論。五南書局。
    顏慧明、蕭文姃、江慧貞、蔡義清、張家瑞(2020)。電競產業週邊硬體設備企業經營績效之分析。管理資訊計算,9(2),238-239。
    簡育詮 (2020,1月4日)。電競政策比一比2》蔡政府「電競正名」領銜 台灣電競終萌芽。新頭殼newtalk。https://newtalk.tw/news/view/2020-01-04/347512
    黎瑛蕊 (2019,1月22日)。20座國際冠軍 電競當職業 格鬥遊戲天王 向玉麟。蘋果日報。https://web.archive.org/web/20220406172206/https:/tw.appledaily.com/finance/20190122/FGBTAVYXJ2BAT5E5Q7Y3RHHPIE/
    顏理謙 (2017,3月30日)。暴雪在台開設全球第一家電競館!創辦人:台灣市場和玩家對全球電競發展很重要。數位時代。https://www.bnext.com.tw/article/43843/blizzard-entertainment-open-first-stadium-in-taiwan
    蘇晟彥 (2021,12月21日)。Gamerbee小向再奪世界冠軍!以中華台北出戰 全程3:1輾壓對手。ETtoday新聞雲。https://game.ettoday.net/article/2151320.htm
    Ho, Nana (2018,10月16日)。42 國家電競代表隊參賽,IESF 世界電競錦標賽 11 月高雄盛大登場。科技新報。https://technews.tw/2018/10/16/10th-esports-world-championship/
    RedBull (2021)。石油王Oil King 做什麼,像什麼。RedBull。https://www.redbull.com/tw-zh/athlete/red-bull-streetfighter-athlete-oil-king
    Sam (2023,8月6日)。EVO 2023《拳皇 XV》總決賽結果出爐 台灣選手 ET 林家弘獲得亞軍。巴哈姆特。https://gnn.gamer.com.tw/detail.php?sn=254038
    Sam (2021,5月7日)。台灣電競好手「石油王」專訪 分享投身格鬥遊戲領域心路歷程與未來展望。巴哈姆特。https://gnn.gamer.com.tw/detail.php?sn=214679
    Sam (2023,4月2日)。EVO Japan 2023《快打旋風 5》錦標賽結果出爐 台灣選手 “五股石油王” 林立偉成功奪冠。巴哈姆特。https://gnn.gamer.com.tw/detail.php?sn=247721
    Shijieyuan (2020,11月21日)。--近代篇-- 遊戲橘子 電競產業。巴哈姆特。https://forum.gamer.com.tw/G2.php?bsn=05386&parent=1940&sn=1943&lorder=3&ptitle=Valve%E8%88%87%E5%8F%B0%E7%81%A3%E9%81%8A%E6%88%B2%E7%94%A2%E6%A5%AD%E6%9A%A8%E7%A4%BE%E7%BE%A4%E5%9C%A8%E5%9C%B0%E5%8F%B2%EF%BD%9C%E5%95%86%E6%A5%AD%E7%AF%87
    Bányai, F., Ágnes Zsila1, Mark D. Griffiths, Zsolt Demetrovics, & Orsolya Király (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers. https://doi.org/10.3389/fpsyg.2020.01866
    Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The Psychology of Esports: A Systematic Literature Review. Journal of gambling studies, 35(2), 351–365. https://doi.org/10.1007/s10899-018-9763-1
    Baker Chris (2016, May 25). Stewart Brand Recalls First Spacewar Video Game Tournament. Rolling Stone. https://www.rollingstone.com/culture/culture-news/stewart-brand-recalls-first-spacewar-video-game-tournament-187669/
    Behnke, M., Gross, J. J., & Kaczmarek, L. D. (2022). The role of emotions in esports performance.Emotion, 22(5), 1059-1070. https://doi.org/10.1037/emo0000903
    Bloch, Deborah P. (2003). The Living Career: Complexity, Chaos, Connections and Career. ERIC Institute of Education Sciences. http://files.eric.ed.gov/fulltext/ED480520.pdf
    Bogdan, R.C. and Biklen, S.K. (2007). Qualitative Research for Education: An Introduction to Theory and Methods (5th ed.). Allyn & Bacon.
    Borowy M. & Jin D. Y. (2013). Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests. International Journal of Communication, 7, 2254-2274.
    Bruno Duarte Abreu Freitas (2023). The Infancy of the Esports Industry as a Risk to its Sponsors, 3(38), 421-458. http://dx.doi.org/10.47743/SAEB-2023-0030
    Bubna Kabir, Trotter MG, Polman R & Poulus DR (2023). Terminology matters: defining the esports athlete. Front. Sports Act. Living. https://doi.org/10.3389/fspor.2023.1232028
    Craig McNulty, Seth E. Jenny, Oliver Leis, Dylan Poulus, Peter Sondergeld, and Mitchell Nicholson (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Human Kinetics Journals. https://doi.org/10.1123/jege.2022-0014
    Craig R. Hall and Wendy M. Rodgers (1989). Human Kinetics Journals, 3(2), 142-154. https://doi.org/10.1123/tsp.3.2.142
    Creswell, J. (1994). Qualitative, quantitative, and mixed methods approaches. SAGE. https://www.ucg.ac.me/skladiste/blog_609332/objava_105202/fajlovi/Creswell.pdf
    Martin Schütz (2016, December 3). Science shows that eSports professionals are real athletes. Deutsche Welle. https://www.dw.com/en/science-shows-that-esports-professionals-are-real-athletes/a-19084993
    DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G., & Zwibel, H. (2019). Managing the health of the eSport athlete: an integrated health management model. BMJ open sport & exercise medicine, 5(1), e000467. https://doi.org/10.1136/bmjsem-2018-000467
    Edge. (2019). Esports In Japan. Edge. https://medium.com/@edgetechgg/esports-in-japan-2bb1abf3b2b0
    Eppich, W.J., Gormley, G.J., Teunissen, P.W. (2019). In-Depth Interviews. In: Nestel, D., Hui, J., Kunkler, K., Scerbo, M., Calhoun, A. (eds) Healthcare Simulation Research. Springer, Cham. https://doi.org/10.1007/978-3-030-26837-4_12
    Gestalt (1999, December 13). The OGA What the hell is it? EUROGAMER. https://www.eurogamer.net/articles/oga
    Geyser Werner (2021, June 24). The Incredible Growth of eSports. Influencer Marketing. https://influencermarketinghub.com/esports-stats/
    Graham Ashton (2019, January 31). What’s Going on With Japan’s Esports Industry? The Esports Observer. https://archive.esportsobserver.com/paolo-gianti-japan-podcast/
    Grey-Thompson, B. (2017, April). Duty of care in sport review – Independent report to government. GOV.UK. https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/610130/Duty_of_Care_Review_-_April_2017__2.pdf
    Guttmann, A. (2004). From ritual to record: The nature of modern sports. Columbia University Press.
    Harper, Todd (2013). The Culture of Digital Fighting Games: Performance and Practice (1st ed.). Routledge. https://doi.org/10.4324/9780203566275
    Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023), The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions, International Journal of Sports Marketing and Sponsorship, 25(1), 67-87. https://doi.org/10.1108/IJSMS-04-2023-0064
    Hemphill, D. (2005). Cybersport. Sport, 32, 195-207. https://doi.org/10.1080/00948705.2005.9714682
    Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An exploration of mental skills among competitive league of legend players. Journal International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1-21. https://doi.org/10.4018/IJGCMS.2017040101
    Hollist, K. E. (2015). Time to be grown-ups about video gaming: The rising eSports industry and the need for regulation. Arizona Law Review, 57, 823–847.
    Hong, H. J. (2022). eSports: the need for a structured support system for players. European Sport Management Quarterly, 23(5), 1430–1453. https://doi.org/10.1080/16184742.2022.2028876
    IeSF. (2021). Members. IeSF. https://iesf.org/about/members
    IGI Global (2021). What is Professional Esport Player. IGI Global. https://www.igi-global.com/dictionary/professional-esport-player/68670
    Japan Esports Union (2020, March). For the Esports Development in Japan. https://jesu.or.jp/wp-content/themes/jesu/contents/pdf/en_discussion_01.pdf
    Juandi. (2021, May 14). Esports in China: The History, Turning Point Moment, and Future. Hybrid. https://hybrid.co.id/post/gaming-esports-in-china
    Kari, T., & Karhulahti, V.-M. (2016). Do E-Athletes Move? : A Study on Training and Physical Exercise in Elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53-66. https://doi.org/10.4018/IJGCMS.2016100104
    Kim, S.H. & Thomas, Michael. (2015). A Stage Theory Model of professional video game players in South Korea: The socio-cultural dimensions of the development of expertise. Asian Journal of Information Technology, 14, 176-186. 10.3923/ajit.2015.176-186
    Larch Florian (2023, August 2). eSports History: How it all began. ISPO. https://www.ispo.com/en/sports-business/esports-history-how-it-all-began
    Leporati, G. (2022, March 14). Aching wrists, early retirement and the surprising physical toll of esports. The Washington Post. https://www.washingtonpost.com/video-games/esports/2022/03/14/professional-esports-athlete-injuries/
    McGee, C., & Ho, K. (2021). Tendinopathies in Video Gaming and Esports. Frontiers in sports and active living, 3, 689371. https://doi.org/10.3389/fspor.2021.689371
    Newzoo (2021, July 1). 2021 Global Games Market Report. Newzoo. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2021-free-version
    Newzoo (2020, June 25). 2020 Global Games Market Report. Newzoo. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2020-light-version.
    Newzoo (2018). Taiwan Games Market 2018. Newzoo. https://newzoo.com/resources?type=trendreports&tag=all
    Omolola A. Adeoye‐Olatunde, Nicole L. Olenik (2021). Research and scholarly methods: Semi-structured interviews. JACCP, 4(10), 1358-1367. https://doi.org/10.1002/jac5.1441
    Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: A systematic review. International Review of Sport and Exercise Psychology, 13(1), 319-352. https://doi.org/10.1080/1750984X.2020.1723122
    Pei, Annie (2019, April 14). This esports giant draws in more viewers than the Super Bowl, and it’s expected to get even bigger. CNBC. https://www.cnbc.com/2019/04/14/league-of-legends-gets-more-viewers-than-super-bowlwhats-coming-next.html
    Ramos, A. (2021). Narratives of Career Pathways of Esports Athletes. Diva. https://hh.diva-portal.org/smash/get/diva2:1601549/FULLTEXT02.pdf
    Rice, S. M., Purcell, R., De Silva, S., Mawren, D., McGorry, P. D., & Parker, A. G. (2016). The mental health of elite athletes: A narrative systematic review. Sports Medicine, 46(9), 1333-1353. https://doi.org/10.1007/s40279-016-0492-2
    Rossoni A, Vecchiato M, Brugin E, Tranchita E, Adami PE, Bartesaghi M, Cavarretta E, Palermi S. (2023). The eSports Medicine: Pre-Participation Screening and Injuries Management-An Update. Sports (Basel), 11(2), 34. https://doi.org/10.3390/sports11020034
    Scholz, T. M. (2020). Deciphering the World of eSports. International Journal on Media Management, 22(1), 1-12. https://doi.org/10.1080/14241277.2020.1757808
    Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. J. Bus. Res., 69, 264–272. https://doi.org/10.1016/j.jbusres.2015.07.039
    SENET. (2021, April 4). PC Bang: A Guide to Korean Internet Cafes. SENET. https://senet.cloud/en/blog/pc-bang-guide
    Skinner, J., Edwards, A., & Smith, A.C.T. (2020). Qualitative Research in Sport Management (2nd ed.). Routledge. https://doi.org/10.4324/9780367854249
    Smithies, T. D., Toth, A. J., Conroy, E., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Life after esports: A grand field challenge. Frontiers in Psychology, 11, 883. https://doi.org/10.3389/fpsyg.2020.00883
    Stambulova, N. B., Ryba, T. V., & Henriksen, K. (2021). Career development and transitions of athletes: the International Society of Sport Psychology Position Stand Revisited. International Journal of Sport and Exercise Psychology, 19(4), 524–550. https://doi.org/10.1080/1612197X.2020.1737836
    Statista. (2021). Number of Taiwanese professional players active in eSports tournaments 2000 to 2020. Statista. https://www.statista.com/statistics/1221870/taiwan-number-of-esports-professional-players/
    Suits, B. (2007). The elements of sport. Ethics in Sport, 2, 9–19.
    Syracuse University (2015). With Viewership and Revenue Booming, Esports Set to Compete with Traditional Sports. Syracuse University. https://onlinegrad.syracuse.edu/blog/esports-to-with-traditional-sports/
    Tang, Di, Kim-wai Raymond Sum, Ruisi Ma, and Wai-keung Ho (2023). Beyond the Screen: Do Esports Participants Really Have More Physical Health Problems? Sustainability 15(23), 16391. https://doi.org/10.3390/su152316391
    Tassi, P. (2013, July 14). The U.S. Now Recognizes eSports Players As Professional Athletes. Forbes. https://www.forbes.com/sites/insertcoin/2013/07/14/the-u-s-now-recognizes-esports-players-as-professional-athletes/?sh=249e6bfe3ac9
    Toffler, Alvin (1970). Future shock. Random House.
    Wylleman, P. (2019). A developmental and holistic perspective on transiting out of elite sport. In M. H. Anshel, T. A. Petrie, & J. A. Steinfeldt (Eds.). American Psychological Association, 1, 201-216. https://doi.org/10.1037/0000123-011
    Wagner, Michael (2006). On the Scientific Relevance of eSports. 437-442.
    Walker Alex (2015, November 9). Average Age Of eSports Players Is Higher Than You’d Think. KOTAKU AU. https://www.kotaku.com.au/2015/11/average-age-of-esports-players-is-higher-than-youd-think/
    Yuchun Zhong, Kai Guo, Jiahong Su, Samuel Kai Wah Chu (2022). The impact of esports participation on the development of 21st century skills in youth: A systematic review. Computers & Education, 191, 104640. https://doi.org/10.1016/j.compedu.2022.104640.
    Zorine Te (2021, August 18). In Esports, the U.S. Still Lags the Rest of the World. Why. Global Sport Matters. https://globalsportmatters.com/culture/2021/08/18/united-states-lags-world-esports-why-culture-infrastructure-finances/
    格ゲーチェッカー(2023)。『スト5』北米公式リーグ戦「ストリートファイターリーグ: Pro-US 2022」結果。格ゲーチェッカー。https://kakuge-checker.com/topic/view/07826/

    無法下載圖示 電子全文延後公開
    2025/05/31
    QR CODE