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篇名
電子遊戲到運動項目:臺灣電子競技運動發展史
並列篇名
From gaming to sport: The history of Esports development in Taiwan
作者 莊雅証張原豪金湘斌
中文摘要
緒論:本研究目的旨在試圖從「電子遊戲登『臺』後的發展」、「電子遊戲蛻變電子競技」、「電子競技邁向成為運動項目之路」三個主軸,探究臺灣電子競技運動的歷史脈絡。方法:採歷史研究法,援引制度史的敘事觀點,蒐羅相關文獻史料考察臺灣電子競技運動發展的歷程。結果:電子遊戲初期以街機形式進入臺灣,但受電玩禁令與大眾刻板印象的影響,再加上網際網路和電腦遊戲的日漸興起,電子遊戲逐漸轉以PC及線上遊戲作為主要的發展載體。之後,伴隨線上遊戲引領的流行風潮與電子競技賽事的相繼舉辦,以及臺灣選手屢屢在國際重要賽事的獲獎,間接促成中華民國電子競技運動協會的成立。更重要的是,電子競技在2013年亞洲室內暨武藝運動會被列為競賽項目後,爭取成為運動項目的議題逐漸浮出檯面。最後,在歷經多次協商、討論,2017年11月終三讀通過修改「運動產業發展條例」,正式將電子競技納入運動產業的範疇;另2018年雅加達亞洲運動會和2022年杭州亞洲運動會相繼將電子競技運動項目的納入,更為電子競技運動的發展迎來的新紀元。結論:從臺灣電子競技運動的歷史脈絡中,似乎可洞悉為娛樂而生之「電子遊戲」逐漸發展至具有挑戰技術、公平對戰之「競技賽會」,並有專責選、訓、賽、輔之「科層組織」的成立,最終成為亞運會認可下之「運動項目」的變遷,且與現代運動的出現、發展與特質存有不少相似之處,充分反映出電子遊戲脫胎換骨成為運動項目之歷程。
英文摘要
Introduction: The purpose of this study was to explore the historical development of Esports in Taiwan through three key themes:“the introduction of video games in Taiwan,”“the transition from video games to gaming,”and“the progression from gaming to Esports.”Methods: This study employed a historical research approach focused on institutional history. Relevant historical materials on Esports were collected and reviewed to illustrate the evolution of Esports in Taiwan. Results: Video games were initially introduced to Taiwan through amusement arcades. However, government restrictions and negative public stereotypes, combined with the rise of the internet and PC gaming, gradually shifted the focus of gaming development toward PC and online games. Fueled by the growing popularity of online gaming and competitive gaming events, as well as the successes of Taiwanese players at major international tournaments, the Chinese Taipei Esports Association was established. Notably, the inclusion of Esports as a medal event at the 2013 Asian Indoor and Martial Arts Games sparked discussions on recognizing it as a legitimate sport. After extensive discussions and negotiations, the Sports Industry Development Act was amended in November 2017 to officially include Esports. The inclusion of Esports in the 2018 and 2022 Asian Games marked a new era for this discipline. Conclusion: This study concludes that“video gaming”has evolved from entertainment into a skill-based competitive sport. This transformation includes the establishment of a dedicated organization responsible for player selection, training, competition, and support. Ultimately, Esports has gained recognition as an official sport category in the Asian Games, paralleling the emergence, development, and characteristics of modern sports and reflecting the evolution of video gaming into a recognized sport.
起訖頁 23-45
關鍵詞 世界電玩大賽亞運會英雄聯盟運動產業發展條例World Cyber GameAsian Gamesleague of legendssports industry development act
刊名 體育學報  
期數 202412 (57:4特刊期)
出版單位 中華民國體育學會
該期刊-上一篇 電子競技中的藥物濫用:對益智藥及其檢測方法的綜述
該期刊-下一篇 電子競技運動表現技能之研究
 

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