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

Zhao Yupei, Li Qiuxian, Zhang Yi

Chinese Journal of Journalism & Communication ›› 2024, Vol. 46 ›› Issue (4) : 156-176.

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Chinese Journal of Journalism & Communication ›› 2024, Vol. 46 ›› Issue (4) : 156-176.
Research Articles

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

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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.

Key words

eSports / media literacy / coevolution / sustainable development / China

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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

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Footnotes

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

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