游戏宇宙:电子竞技、游戏平台和沉浸式游戏技术的全球现象 电子竞技:全球现象的兴起 电子竞技已经从20世纪90年代的潜在趋势上升到自己的娱乐业,拥有备受关注的名人和周围的品牌生态系统。电子竞技的根源可以追溯到20世纪70年代,但90年代似乎代表了一个关键时期,当视频游戏演变成东南亚的电子竞技时,特别是韩国。一些人将该国在电子竞技中的先锋作用与亚洲金融危机联系在一起,该危机在1997年袭击了韩国,并导致失业率上升(从1997年的2%上升到6.8% in 1998 to 8.1% in early 1999). whether or not the number of people out of work at that time relates to a contemporary spike in PC gamers, most of them played out of cyber cafés that had fast internet connection. in terms of internet connection, it is clear that South Korea was influenced by the gaming热潮, with the South Korean e-sports association, an official government body, established in 2000 to regulate e-sports. over the next decade, competitive video games and watching others play games spread globally. South Korea was at the forefront, launching MBC Game and OGN, two of the largest e-sports leagues in the world. The Korean e-sports industry has continued to grow, with more than 100 million people playing e-sports worldwide, and the global e-sports market is expected to reach $10 billion by 2023. Mobile games have become the most downloaded application category, and video games have become the second most popular video category on YouTube. The concept of video games has evolved into esports, where professional gamers face off in竞技场 or game tournaments. Esports is expected to reach $1.5 billion in revenue by 2023, according to Newzoo's data. As the popularity of esports continues to grow, brands and companies are looking for new ways to engage with their audience and create new revenue streams. This includes partnerships with esports teams, sponsoring events, and creating their own esports leagues. As the industry continues to evolve, it will be interesting to see how brands and companies adapt to the changing landscape and how they can leverage the power of esports to reach new audiences and create new revenue streams.