Academic Journal of Humanities & Social Sciences, 2024, 7(5); doi: 10.25236/AJHSS.2024.070505.
Ziyuan Liu
School of Film and TV Arts, Xi’an Jiaotong-Liverpool University, Suzhou, China
The e-sports industry is an emerging and rapidly developing industry, which plays a great role in promoting the economic development of society, and its development has been valued by many national or regional governments, which have formulated many strategies and policies related to it. For the e-sports industry, e-sports venues are one of the infrastructures for its development. This paper will analyse the policies formulated by some national or regional governments to support the construction of e-sports venues. By analysing the impacts of the policy implementation process on the objects in the society, it will explore the role of the policy in the promotion of cultural participation, to provide some new ideas for the development of the e-sports industry in the future.
Cultural Participation, E-sports, Media Policy
Ziyuan Liu. Governments Invest in E-Sports Venues to Promote Cultural Participation. Academic Journal of Humanities & Social Sciences (2024) Vol. 7, Issue 5: 25-29. https://doi.org/10.25236/AJHSS.2024.070505.
[1] Cranmer, E. E., Han, D.-I. D., van Gisbergen, M., & Jung, T. Esports matrix: Structuring the esports research agenda [J]. Computers in Human Behavior, 2021, 4(01): 117.
[2] Wong, D., & Meng-Lewis, Y. Esports: an exploration of the advancing esports landscape, actors and interorganisational relationships [J]. Sport in Society, 2023, 26(06): 943-969.
[3] Alexander Mirowski, & Brian P. Harper. Elements of Infrastructure Demand in Multiplayer Video Games [J]. Media and Communication, 2019, 7(04): 237-246.
[4] Government of the Hong Kong Special Administrative Region. The 2018-19 Budget - Estimates, from Annual Budget of HKSAR [EB / OL]. (2018-2-22)[2023-12-13]. https://www.budget.gov.hk/ 2018/ eng/estimates.html
[5] The Financial Secretary of Hong Kong Special Administrative Region. The 2018-19 Budget - Budget Speech, from Annual Budget of HKSAR [EB / OL]. (2018-2-22)[2023-12-13]. https://www. budget. gov. hk/ 2018/eng/budget13.html
[6] The Ministry of Youth and Sports of Malaysia. KBS Strategic Plan, from The Ministry of Youth and Sports of Malaysia [EB / OL]. (2020-1-24)[2023-12-13]. https://www.kbs.gov.my/pelan-strategik-kbs.html
[7] Ministry of Culture, Sports and Tourism of Korea. Content Industry Competitiveness Key Strategy Report, from Ministry of Culture, Sports and Tourism [EB / OL]. (2018-12-13)[2023-12-13]. https://www.mcst.go.kr/kor/s_notice/press/pressView.jsp?pSeq=17031
[8] Ministry of Culture, Sports and Tourism of Korea. 2022 Self-Evaluation Results Report (Major Policies), from Ministry of Culture, Sports and Tourism [EB / OL]. (2023-3-23)[2023-12-13]. https://www.mcst.go.kr/kor/s_policy/dept/deptView.jsp?pDataCD=0417000000&pSeq=1712
[9] Shanghai Huangpu District People's Government. Guide for Declaration of Special Funds for the Development of Culture and Tourism Industry of Huangpu District in 2022, from Shanghai Municipal People's Government [EB / OL]. (2023-2-28)[2023-12-13]. https://www.shanghai.gov.cn/nw12344/ 20230228/087d14762d0043ebb8773c66711080b3.html
[10] Guangzhou Municipal Industry and Information Technology Bureau. Implementation Details of Several Measures to Promote the Development of the E-Sports and Gaming Industry, from The People's Government of Guangzhou Municipality [EB / OL]. (2021-9-28)[2023-12-13]. https://www.gz.gov. cn/gfxwj/ qjgfxwj/hpq/qbm/content/post_7810815.html
[11] Zhu, Y., Yin, J., Yang, Z., & Cheng, Z. City Network and Industry Evolution: Case of the Esports Industry in the Yangtze River Delta, China [J]. Journal of Urban Planning and Development, 2022, 148(03).