A Influência Dos Desportos Electrónicos Competitivos Na

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A Influência Dos Desportos Electrónicos Competitivos Na Universidade de Aveiro Departamento de Ciências Sociais, Políticas e do Território 2017 Nuno Miguel A influência dos desportos Araújo Castro Miranda electrónicos competitivos na sociedade chinesa Universidade de Aveiro Departamento de Ciências Sociais, Políticas e do Território 2017 Nuno Miguel A influência dos desportos Araújo Castro Miranda electrónicos competitivos na sociedade chinesa Dissertação apresentada à Universidade de Aveiro para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Estudos Chineses, realizada sob a orientação científica do Doutor Carlos Rodrigues Professor Auxiliar do Departamento de Ciências Sociais, Políticas e do Território da Universidade de Aveiro o júri presidente Professora Doutora Maria Cristina do Nascimento Rodrigues Madeira Almeida de Sousa Gomes Professora Auxiliar, Universidade de Aveiro vogal - arguente principal Professor Doutor Hugo Casal Figueiredo Professor Auxiliar, Universidade de Aveiro vogal - orientador Professor Doutor Carlos José de Oliveira e Silva Rodrigues Professor Auxiliar, Universidade de Aveiro agradecimentos Gostaria de agradecer e dedicar este trabalho a um grupo especial de pessoas, sem o qual não seria possível realizar esta dissertação. Em primeiro lugar, ao Professor Doutor Carlos Rodrigues, o meu orientador e mentor que sempre se mostrou disponível em ajudar-me. Também gostaria de agradecer ao meu colega e amigo André Veloso, que dedicou imenso tempo comigo em sessões de brainstorming e investigação de artigos. Um grande obrigado à minha mãe e também à minha amiga Viviana Fernandes, que me ajudaram a rever esta mesma dissertação. Agradeço ainda a uma pessoa que me é especial, 贾佳 (JiaJia) que me ajudou bastante em traduções e interpretações. Por fim, um obrigado a todos aqueles que me ajudaram a partilhar o inquérito realizado nesta investigação, e aos que de uma maneira ou de outra manifestaram o seu apoio e suporte. palavras-chave textoJogos, livro, ele arquitectura,trónicos, competição, história, construção, stream, computador,materiais de construção, saber tradicional.telemóvel, China resumo textoRecentemente O presente começou trabalho-se propõe a dar- seatenção divulgar a asum mais novo significativas tipo técnicas de construçãode competição, existentes a deem Portugaljogos electrónicos. continental. OImensas livro é composto por uma apresentaçãoempresas, mesmo dos foramateriais do ramo tradicionais, iniciaram umade corridaconstrução ao (suas principais características),investimento em uma publicidade compilação, via de fichasonline ,técnicas através (de dos carácter prático, uma vastadesportos bibliografia electrónicos. comentada Isto resulto e um glossáriou num boom de termos no formato técnicos. Acompetitivo importante em colaboração que prémios de e saláriosdiversas milionáriospersonalidades são o ligadas à área da Históriaobjectivo dade milharesArquitectura, de jogadores bem como profissionais o levantamento em todo ofotográfico realizado contribuemmundo. para o conhecimento e valorização de um saber tradicional. Consequentemente, esta competição tem atraído imensos fãs e tem gerado um mercado que atinge valores de dezenas de milhares de milhões de dólares anuais, só na China. Nesta dissertação, pretende-se saber através de uma análise com base num questionário realizado a estudantes universitários chineses, qual a dimensão e a influência dos desportos eletrónicos. keywords Games,texto livro, electronic, arquitectura, competition, história, construção, stream, materiaiscomputer, de construção, saber mobile,tradicional. China abstract Recently,texto O presente a new formtrabalho of competition propõe-se divulgarhas hit the as maisspotlights, significativas técnicas de theconstrução e-sports. existentes Lots of companies, em Portugal even continental. ones not relatedO livro toé composto por uma gamingapresentação started dosto invest materiais big time tradicionais in online advertisementsde construção (suas principais viacaracterísticas), e-sports. The uma result compilação was a boomde fichas in the técnicas competitive (de carácter prático, uma formatvasta bibliografia in which million comentadaaire wages e um and glossário prize moneyde termos are técnicos.the targetA importante of thousands colaboração of pro players de d aroundiversas thepersonalidades globe. ligadas à área da Therefore,História da this Arquitectura, fierce competition bem como attracts o levantamentocountless fans fotográfico realizado resultingcontribuem in apara market o conhecimento worth dozens e valorização of billions ofde dollars um saber in tradicional. China alone. In this dissertation, through the analysis of a questionnaire given to Chinese undergraduate students, we will learn how meaningful is the impact of e-sports in the Chinese society. texto livro, arquitectura, história, construção, materiais de construção, saber tradicional. 游戏, 电子, 比赛, 直播, 电脑, 移动, 中国 关键 texto O presente trabalho propõe-se divulgar as mais significativas técnicas de construção existentes em Portugal continental. O livro é composto por uma apresentação dos materiais tradicionais de construção (suas principais 最近,一种新竞技 电子竞技 问世出来了。许多公司,及至 摘要 características), uma- compilação- de fichas técnicas (de carácter prático, uma vasta电子科技 bibliografia行业之外的,开始 comentada通过电竞 e um glossário在互联网广告投入大量 de termos técnicos. 得时间A importante,引起在这个环境中激烈投资竞争 colaboração de diversas。 pe致使rsonalidades电竞背景发 ligadas à área da 展得特别快,História da Arquitectura,全球玩家以百万收入与奖金为目标。 bem como o levantamento fotográfico realizado 这样一来contribuem, 激烈的竞争吸引不计其数的粉丝para o conhecimento e valorização,仅 de仅在中国 um saber市 tradicional. 场到达了几亿。 这篇专题,通过这份对中国大学生德问卷调查,从而了解电 竞对中国社会产生怎样深远的音响。 Índice 1. Introdução .............................................................................................. Página 1 2. Revisão Bibliográfica ............................................................................... Página 4 2.1. A actualidade dos desportos electrónicos na China ............................ Página 4 2.2. O mercado dos desportos electrónicos ............................................... Página 15 2.3. Os clubes e a gestão no mundo dos desportos electrónicos ............... Página 26 2.4. O impacto da transmissão em directo “Livestream” ........................... Página 32 2.5. A mobile gaming ................................................................................. Página 37 2.6. Tencent 腾讯 ....................................................................................... Página 45 2.7 Importância do contexto teórico para o estudo realizado................... Página 48 3. Material e Métodos ................................................................................ Página 49 4. Resultados e Discussão ........................................................................... Página 53 5. Considerações Finais ............................................................................... Página 67 6. Bibliografia .............................................................................................. Página 70 7. Sitografia ................................................................................................ Página 71 Índice de gráficos Gráfico 1: Relação entre número de jogadores online chineses e receitas ao longo do tempo ........ Página 7 Gráfico 2: Crescimento de jogadores online na China ao longo do tempo ....................................... Página 7 Gráfico 3: Quantidade de jogadores online em cibercafés chineses .............................................. Página 14 Gráfico 4: Prizepool ao longo dos anos ........................................................................................... Página 17 Gráfico 5: Valores dos prémios adquiridos ao longo dos anos por diferentes países........................ Página 18 Gráfico 6: Receitas geradas por fã de esports em valores estimados e reportados ........................ Página 19 Gráfico 7: Evolução dos crescimentos de audiência e receitas nos desportos electrónicos.............. Página 20 Gráfico 8: Espectadores de stream de jogos electrónicos na China entre 2013 e 2017 .................. Página 32 Gráfico 9: Distribuição de rendimentos familiares na China .......................................................... Página 34 Gráfico 10: Mercado de stream de jogos na China entre os anos de 2014 e 2018 (previsões).......... Página 35 Gráfico 11: Distribuição por género e faixa etária dos jogadores chineses de telemóvel.................. Página 36 Gráfico 12: Crescimento das receitas da indústria de jogos para telemóvel na China....................... Página 38 Gráfico 13: Receitas das empresas de jogos de telemóvel da China.................................................. Página 38 Gráfico 14: Popularidade dos tipos de jogo de desportos electrónicos para telemóvel.................... Página 40 Gráfico 15: Visualizações e conteúdo de stream de jogos na China................................................... Página 41 Gráfico 16: Lucro das companhias por funcionário .......................................................................... Página 44 Gráfico 17: As maiores companhias de jogos online por receitas em 2014 e 2015........................... Página 45 Gráfico 18: Resposta à questão “Joga jogos online?” por género...................................................... Página 54 Gráfico 19: Resultados da questão “Que títulos joga?”.................................................................... Página 55 Gráfico 20: Resposta à questão “Que títulos joga?” por géneros....................................................
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