“不止于赛博对抗”:基于产业生态全域考察的电竞素养研究

赵瑜佩, 李秋衔, 张毅

国际新闻界 ›› 2024, Vol. 46 ›› Issue (4) : 156-176.

PDF(2118 KB)
PDF(2118 KB)
国际新闻界 ›› 2024, Vol. 46 ›› Issue (4) : 156-176.
研究论文

“不止于赛博对抗”:基于产业生态全域考察的电竞素养研究

作者信息 +

Beyond Cyber Combat: eSports Literacy Study from an Industrial Ecosystem Lens

Author information +
文章历史 +

摘要

电子竞技的高速发展使得电竞产业愈发走向多边平台化模式与高阶素养要求的职业发展路径。本研究引入“媒介素养”概念,借用梅罗维茨(1998)对媒介素养的“三分法”,即内容素养、语法素养与媒介环境素养,提出“电竞素养”这一理论框架,试图以此探讨媒介与技术、劳动、就业之间的动态关系。将电竞视为跨越体育、科技文化、传媒交叉场景的媒介,探讨身处其中的电竞从业者如何理解媒介、运用媒介并最终融入媒介环境,提升自身的媒介生产力。本研究发现,腾讯电竞、教育部、体育局、电竞俱乐部、高等职业院校、本科院校是作用于电竞素养建构的六大关键行动者,推动着从业者为电竞“正名”的共同价值导向、协同创新的专业化要求及自我发展的可持续性,从而构成了电竞素养的三个层次。本研究的贡献在于,将宏观层面的电竞产业发展模式具象化为微观层面对从业者媒介素养能力的要求,通过诠释媒介素养与行业生态的互构关系,明确了从业者如何在电竞这一媒介中完善自身的媒介生产实践,实现数字化生存。

Abstract

The rapid development of eSports industry has transformed itself into a multilateral platform model and a career development path with high-level literacy requirements. This study introduces the concept of “media literacy” and adopts Meyrowitz (1998) “three-part division” of media literacy, namely content literacy, grammar literacy, and medium literacy, to propose the theoretical framework of “eSports literacy”. The study attempts to explore the dynamic relationship between media and technology, labor, and employment. By treating eSports as a medium that spans across sports, technology, culture, and media, the study examines how eSports professionals understand and use media, and ultimately integrate into the media environment to enhance their media productivity.This study identifies six key actors, including Tencent Esports, the Ministry of Education, the Sports Bureau, esports clubs, vocational colleges, and universities, who play a crucial role in constructing eSports literacy. These actors promote a shared value proposition among professionals in the industry, collaborative innovation, and sustainable self-development, thereby constituting the three levels of eSports literacy: content literacy, grammar literacy, and medium literacy. The contribution of this study lies in concretizing the macro-level development of the eSports industry into the micro-level requirements for media literacy among professionals. By interpreting the mutually constitutive relationship between media literacy and the industry ecosystem, the study clarifies how professionals can enhance their media production practices in the eSports medium and achieve digital survival.

关键词

电竞 / 媒介素养 / 协同演进 / 可持续性 / 中国

Key words

eSports / media literacy / coevolution / sustainable development / China

引用本文

导出引用
赵瑜佩, 李秋衔, 张毅. “不止于赛博对抗”:基于产业生态全域考察的电竞素养研究[J]. 国际新闻界. 2024, 46(4): 156-176
Zhao Yupei, Li Qiuxian, Zhang Yi. Beyond Cyber Combat: eSports Literacy Study from an Industrial Ecosystem Lens[J]. Chinese Journal of Journalism & Communication. 2024, 46(4): 156-176

参考文献

[1]
卜卫, 任娟(2020). 超越“数字鸿沟”:发展具有社会包容性的数字素养教育. 《新闻与写作》,(10),30-38.
[2]
常州市体育局(2019). 体育局:2019年江苏省电竞项目一线社会体育指导员再培训班在常州举办.检索于 http://www.changzhou.gov.cn/ns_news/621566807308883.
[3]
陈奕, 钟瑛(2022). 新媒介素养研究的变迁、热点和趋势. 《现代传播(中国传媒大学学报)》(5),161-168.
[4]
戴志强, 齐卫颖(2019). 电子竞技的原动力:虚拟现实的情感体验与艺术期待. 《现代传播(中国传媒大学学报)》,(6),80-85.
[5]
高教司(2020). 2020年度普通高等学校本科专业申报材料公示.检索于 http://zwfw.moe.gov.cn/dynamicDetail?id=55b7eb59e2204d20a59ad187078ab5e2&title=1.
[6]
国家体育总局(2016). 全部实录.检索于 http://www.sport.gov.cn/n323/n1899/n1901/n14458/c676233/content.html.
[7]
海淀区体育局(2020). 首届海淀区国家社会体育指导员培训(电竞项目)成功举办.检索于 http://www.hdqmjs.com/2020/1104/13929.html.
[8]
何天平, 宋航(2022). 电竞传播在中国:媒介框架变迁与社会认知重塑. 《上海体育学院学报》,(4),54-64+75.
[9]
何威, 曹书乐(2018). 从“电子海洛因”到“中国创造”:《人民日报》游戏报道(1981-2017)的话语变迁. 《国际新闻界》,(5),57-81.
[10]
黄旦(2018). 新闻传播学科化历程:媒介史角度. 《新闻与传播研究》,(10),60-81+127.
[11]
江苏省体育局(2020). 2020年江苏省电竞一线社会体育指导员技能再培训在扬州举办.检索于 http://www.sport.gov.cn/n14471/n14481/n14518/c968339/content.html.
[12]
马克·布朗, 肖俊洪(2018). 数字素养的挑战:从有限的技能到批判性思维方式的跨越. 《中国远程教育》,(4),42-53+79-80.
[13]
雷吉斯·德布雷(2001/2014). 《普通媒介学教程》(陈卫星,王杨译). 北京: 清华大学出版社.
[14]
李宗浩, 王健, 李柏(2004). 电子竞技运动的概念、分类及其发展脉络研究. 《天津体育学院学报》,(1),1-3.
[15]
刘福元(2021). 电竞场域中政府主体的身份转型与路径重设——从“举办和参与”到“监管和服务”. 《上海体育学院学报》,(2),32-42.
[16]
刘双庆, 刘璕(2021). 正当性建构:电子竞技报道的框架与话语分析. 《成都体育学院学报》,(5),106-112.
[17]
Newzoo(2011). 2021全球电竞及游戏直播市场报告.检索于 https://mp.weixin.qq.com/s/pV_IdajWP-df_OrE5VOxow.
[18]
潘曙雅, 祝宇欢, 谢乐滋(2023). 中老年人对虚假短视频的识别判断路径分析. 《国际新闻界》,(2),127-155.
[19]
人社部(2019). 新职业——电子竞技员就业景气现状分析报告.检索于 http://www.mohrss.gov.cn/SYrlzyhshbzb/dongtaixinwen/buneiyaowen/201906/t20190628_321882.html.
[20]
石磊, 丁冉(2024). 电子竞技文化的三重身体交互:简论电子竞技的体育属性. 《沈阳体育学院学报》,(1),86-92.
[21]
王贵斌(2020). 媒介素养认知模式的迭代更新. 《现代传播(中国传媒大学学报)》,(6),158-163.
[22]
王真真, 王相飞, 延怡冉(2021). 大型体育赛事的新媒体话语策略与国家认同构建. 《成都体育学院学报》,(1),101-105.
[23]
杨越(2018). 新时代电子竞技和电子竞技产业研究. 《体育科学》,(4),8-21.
[24]
张文杰(2022). 数字时代的电子竞技与粉丝文化. 《青年研究》,(3),50-62+95.
[25]
赵瑜佩, 吴婉妍, 汪宇新(2023). 赛事作为记忆、圈层与专业:重构电竞主播的身份认同与自我分类研究. 《中国青年研究》,(10),63-73+11.
[26]
浙江省体育局(2020). 《关于举办2020年国家一、二级电子竞技等级裁判考级培训的通知》.
[27]
中华人民共和国教育部(2016). 《普通高等学校高等职业教育(专科)专业目录》2016年增补专业.检索于 http://www.moe.gov.cn/srcsite/A07/s7055/201609/t20160906_277892.html.
[28]
中华人民共和国教育部(2024). 职业教育专业目录(2021年). 检索于 http://www.moe.gov.cn/s78/A07/zcs_ztzl/2017_zt06/17zt06_bznr/zhijiao/.
[29]
周乐(2023). “电子竞技是否是体育”——基于“历史意识”的逻辑分析与思维方式批判. 《成都体育学院学报》,(1),45-50.
[30]
宗争(2018). 电子竞技的名与实——电子竞技与体育关系的比较研究. 《成都体育学院学报》,(4),1-8.
[31]
Alberti, J. (2008). The game of reading and writing: How video games reframe our understanding of literacy. Computers and Composition, 25(3), 258-269.
[32]
Anderson, C. G et al. (2018, September). Understanding esports as a stem career ready curriculum in the wild. Paper presented at 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-games). Würzburg.
[33]
Aufderheide, P. (1993). Media literacy:A report of the national leadership conference on media literacy. Retrieved from https://files.eric.ed.gov/fulltext/ED365294.pdf.
[34]
Austin EW & Johnson KK (1997). Effects of general and alcohol-specific media literacy training on children’s decision making about alcohol. Journal of Health Communication 2(1): 17-42.
[35]
Buckingham, D. (2003). Media education and the end of the critical consumer. Harvard Educational Review, 73(3), 309-327.
[36]
Coiro, J. (2009). Promising practices for supporting adolescents’ online literacy development. In Karen, D. W. & William E. B. (Eds.). Literacy Instruction for Adolescents: Research-based practices (pp. 442-471). New York, NY: The guilford Press.
[37]
Cunningham, S., Craig, D., & Lv, J. (2019). China’s livestreaming industry: platforms, politics, and precarity. International Journal of Cultural Studies, 22(6), 719-736.
[38]
Gee, J. P. (2008). Video games and embodiment. Games and Culture, 3(3-4), 253-263.
[39]
Greenhow, C., & Gleason, B. (2012). Twitteracy: Tweeting as a new literacy practice. The Educational Forum, 76(4), 464-478.
[40]
Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195-207.
[41]
Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An exploration of mental skills among competitive league of legend players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1-21.
[42]
Hollist, K. E. (2015). Time to be grown-ups about video gaming: the rising eSports industry and the need for regulation. Retrieved from https://arizonalawreview.org/pdf/57-3/57arizlrev823.pdf.
[43]
Hutchins, B. (2008). Signs of meta-change in second modernity: the growth of e-sport and the world cyber games. New Media & Society, 10(6), 851-869.
[44]
McElroy, M. W., Jorna, R. J., & van Engelen, J. (2006). Rethinking social capital theory: A knowledge management perspective. Journal of Knowledge Management, 10(5), 124-136.
[45]
Meyrowitz, J. (1998). Multiple media literacies. Journal of Communication, 48(1), 96-108.
[46]
Liao, S. X. (2016). Japanese console games popularization in China: Governance, copycats, and gamers. Games and Culture, 11(3), 275-297.
[47]
Lin, Z., & Zhao, Y. (2021). (Dis) Assembling eSports: Material actors and relational networks in the Chinese eSports industry. Critical Arts, 35(5-6), 210-223.
[48]
Lu, Z. (2016). From e-heroin to e-sports: The development of competitive gaming in China. The International Journal of the History of Sport, 33(18), 2186-2206.
[49]
Pajarito, K. (2017). eSports: A new take on entertainment in immersive theatre. Retrieved from https://web.archive.org/web/20180414233417id_/https://digitalcommons.chapman.edu/cgi/viewcontent.cgi?article=1258&context=cusrd_abstracts.
[50]
Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports research: A literature review. Games and Culture, 15(1), 32-50.
[51]
von Gillern, S. (2021). Communication, cooperation, and competition: Examining the literacy practices of esports teams. In Miles M. H. & Rick, M. (Eds.). Esports research and its integration in education (pp. 148-167). Commonwealth of Pennsylvania, US: IGI Global.
[52]
Scheerder, J., Taks, M., Vanreusel, B., & Renson, R. (2005) Social changes in youth sports participation styles 1969-1999: the case of Flanders (Belgium). Sport, Education and Society, 10(3), 321-341.
[53]
Scholz, T. M. (2019). A short history of esports and management. In Tobias, M. S. (Ed.). E-sports is business:Management in the world of competitive gaming (pp.17-41). Cham, Switzerland: Palgrave Pivot.
[54]
Skubida, D. (2016). Can some computer games be a sport?: Issues with legitimization of eSport as a sporting activity. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), 38-52.
[55]
Taylor, L. M., Kerse, N., Frakking, T., & Maddison, R. (2018). Active video games for improving physical performance measures in older people: A meta-analysis. Journal of Geriatric Physical Therapy, 41(2), 108-123.
[56]
Taylor, T. L. (2012). Raising the stakes:E-sports and the professionalization of computer gaming. Cambridge, MA: The MIT Press.
[57]
Thiborg, J. (2009). eSport and governering bodies: An outline for a research project and preliminary results. Retrieved from https://www.diva-portal.org/smash/get/diva2:1408608/FULLTEXT01.pdf.
[58]
Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game-based learning on students' mathematics achievement: A meta-analysis. Journal of Computer Assisted Learning, 35(3), 407-420.
[59]
Turtiainen, R., Friman, U., & Ruotsalainen, M. (2020). “Not only for a celebration of competitive overwatch but also for national pride”: Sportificating the Overwatch World Cup 2016. Games and Culture, 15(4), 351-371.
[60]
Zhang, G., & Hjorth, L. (2019). Live-streaming, games and politics of gender performance: The case of Nüzhubo in China. Convergence, 25(5-6), 807-825.
[61]
Zhao, Y., & Lin, Z. (2021). Umbrella platform of Tencent eSports industry in China. Journal of Cultural Economy, 14(1),9-25.
[62]
Zhao, Y., Li, Q., & Lin, Z. (2023). Toward cultural and creative industry: Chinese eSports through a business ecosystem lens. Journal of Cultural Economy, 16(2), 260-276.
[63]
Zhao, Y., & Zhu, Y. (2021). Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Journal of Cultural Studies, 24(3),485-503.

注释 [Notes]

1. 2016年,教育部将“电竞运动与管理”作为增补专业,纳入“体育类”专业和“教育与体育”大类,在高校实践中进一步明确了电竞的体育属性。详见:http://www.moe.gov.cn/srcsite/A07/s7055/201609/t20160906_277892.html

2. 2019年,人力资源社会保障部、市场监管总局、统计局正式将电竞运营师、电竞员纳入高新技术领域的新职业,进一步确定电竞从业者的身份,将其定义为“从事不同类型电竞项目比赛、陪练、体验及表演活动的人员”。详见:http://www.mohrss.gov.cn/xxgk2020/fdzdgknr/rcrs_4225/jnrc/202112/t20211227_431368.html


PDF(2118 KB)

Accesses

Citation

Detail

段落导航
相关文章

/