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  • 正版 电子竞技史 张轩 电子工业出版社 9787121350566 书籍
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    • 作者: 张轩著 | 张轩编 | 张轩译 | 张轩绘
    • 出版社: 电子工业出版社
    • 出版时间:2018-06-01
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    • 作者: 张轩著| 张轩编| 张轩译| 张轩绘
    • 出版社:电子工业出版社
    • 出版时间:2018-06-01
    • 版次:1
    • 印刷时间:2019-07-01
    • 字数:207千字
    • 页数:220
    • 开本:32开
    • ISBN:9787121350566
    • 版权提供:电子工业出版社
    • 作者:张轩
    • 著:张轩
    • 装帧:平塑勒
    • 印次:暂无
    • 定价:48.00
    • ISBN:9787121350566
    • 出版社:电子工业出版社
    • 开本:32开
    • 印刷时间:2019-07-01
    • 语种:中文
    • 出版时间:2018-06-01
    • 页数:220
    • 外部编号:9551130
    • 版次:1
    • 成品尺寸:暂无

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

    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。

    本书从电子竞技的源头开始回溯,以严谨审慎的学术态度将电子竞技从起源到发展壮大再到成为新兴产业的历史一一道来,详细展现了电子竞技40多年的发展历程,并对电子竞技的未来趋势做出了预测。 

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