“การทูตอีสปอร์ต” อำนาจละมุนใหม่ในยุคดิจิทัลของจีน

Authors

  • อภิรักษ์ นุสิทธิ์ชัยการ -

Keywords:

อีสปอร์ต, การทูตอีสปอร์ต, อำนาจละมุน

Abstract

Research Article "Esports Diplomacy” China’s new soft power in the digital era aims to study the growth of Chinese esports, China's New Esports Diplomacy. To analyze the emergence of Chinese esports diplomacy in the digital era and to study the future trends of China’s esports. This research article is consisting of studying and researching information from documents, journals, articles and related research to be used in the efficient academic data collection process.

The research results found that China is the largest Esports market revenue in the world. Be the leader in the Esports industry, whether it is the development of personnel and Esports resources, organizing Esports tournaments, including various media and platforms that used to distribute Esports. China is also the country have the world's largest esports companies which has been pushed and supported by the public and private sectors. By the spread of COVID-19 in 2019 made diplomatic exchanges difficult. But the number and size of e-sports competitions are growing against the global trend. The China’s government has recognized the potential to become an important new soft power in the digital era of China’s Esports and has continuously driven the esports industry. Causing China Esports to step into an important variable in diplomacy, resulting in the emergence of "Esports diplomacy" and become China's new soft power with explicit outcomes like Influence in spreading culture, build credibility and acceptance from all over the world, Including creating a good image for China. Esports diplomacy is also a soft power with Implicit outcomes like development about economy, technology and tourism for China.

 

Keywords: Esports, Esports Diplomacy, Soft power

References

Kharpal, A. (2022). China remains the world's largest e-sports market despite gaming crackdown. Retrieved Dec 5, 2022, from https://www.cnbc.com/2022/07/15/china-is-worlds-largest-e-sports-market-despite-crackdown-study.html

Flanders Investment & Trade Shanghai. (2021). THE GAMING & E-SPORTS MARKET IN CHINA THE GAMING & E-SPORTS MARKET IN CHINA. Retrieved Sep 19, 2022, from https://www.flandersinvestmentandtrade.com/export/sites/trade/files/market_studies/2021%20Market%20Research%20Gaming%20%26%20E-sports%20Industry%20in%20China.pdf?fbclid=IwAR2x-sKlYNC0hlrQX3E2H0V0x7giJhnsurrnGrGvKuRcszAamYWlQM_1PAo

Li jia. (2021). Esports are the new linguistic and Cultural Frontier. (2021, November 30). Retrieved December 4, 2022, from https://www.languageonthemove.com/esports-are-the-new-linguistic-and-cultural-frontier/?fbclid=IwAR0ZkW6vVVnfBLyd3bfenVdiOpbg7tTO8sElRjaeIsC6Z5fHa6YD-6-b9BA

Abdi, K., Talebpour, M., Fullerton, J., Ranjkesh, M. J., & Nooghabi, H. J. (2019). Identifying sports diplomacy resources as soft power tools. Place Branding and Public Diplomacy, 15(3), 147–155. Retrieved Sep 19, 2022, from https://doi.org/10.1057/s41254-019-00115-9

Albert, E. (2018). China’s big bet on soft power. Council on Foreign Relations. Retrieved Sep 20, 2022, from https://www.cfr.org/backgrounder/chinas-big-bet-soft-power

Cao, C. (2020). China has a big plan to become the global centre of the games industry. Pocket Gamer. Retrieved Sep 15, 2022, from https://www.pocketgamer.biz/asia/comment-and-opinion/72500/china-has-a-big-plan-to-become-the-global-centre-of-the-games-industry/

Furrer, M. (2020). Esports Diplomacy in China. Final paper presented in the framework of the Awakening China Seminar: Deconstructing Chinese Foreign Policy. Retrieved Sep 16, 2022, from https://www.aacademica.org/micaela.furrer/2.pdf

Grosse, R., Gamso, J., & Nelson, R. C. (2021). China’s rise, world order, and the implications for international business. Management International Review, 61(1), 1–26. https://doi.org/10.1007/s11575-020-00433-8

PwC. (2020). Video games and e-Sports. Retrieved Dec 10, 2022, from https://www.pwccn.com/en/industries/telecommunications-media-and-technology/entertainment-and-media/global-entertainment-and-media-outlook-2018-2022/video-games-esports.html

Murray, S., & Pigman, G. A. (2014). Mapping the relationship between international sport and diplomacy. Sport in Society, 17(9), 1098–1118. From https://doi.org/10.1080/17430437.2013.856616

Juandi (2021). Esports in China: The History, Turning Point Moment, and Future. Retrieved Sep 12, 2022, from https://hybrid.co.id/post/gaming-esports-in-china?fbclid=IwAR16rfMtUIUxDWSD10l3cRgUfwKytDsBiPZ-4bTxSdySkj7CfnuiqDkRJ3Q

Qi Feng(2020).加速出圈时,电竞该思考些什么?, 2022 年9月20日,https://zhuanlan.zhihu.com/p/552072808?fbclid=IwAR1iL-auIzXvsunL7qIuGC6pznrD2zWv8hN7tUCAtqYxZX-0dzNu9IKxqQc

中新闻(2018).业内看好电竞产业未来:将带动文化、旅游等行业, 2022年9 月20 日, https://www.chinanews.com.cn/m/business/2018/02-12/8447196.shtml?fbclid=IwAR2M8OAlMVKbb-KCJy_lATmNwnlSsZNsexpOgjFdmljCjJv5UB_0HSyvsYk

人民网(2021).冰岛刮起“中国风”,电子竞技已成“文化出海”重要平台. 2022年9月19日,https://m.yunnan.cn/system/2021/11/09/031758564.shtml?fbclid=IwAR2iMd0OAojmrErrqRQ9UutC9T2Z6IqxCMqmQpuyJoIi38IJBf-wX1tBj9g

体育产业生态圈(2020).中国电竞二十年:从被误解到“国家名片”.2020年9月19日。https://www.huxiu.com/article/392788.html?fbclid=IwAR2YURrUNqdS1bHLFEqiksponABrRU8dCf-fA7FeEjqK-PKsf_uz0CAnfvo

知乎(2020).电竞行业研究报告:蓄后发之势,中国电竞乘势而上,2022年10月1日. https://zhuanlan.zhihu.com/p/460342170?utm_id=0&fbclid=IwAR1ZapD_UQKmM_l8Zi-SxEpnqJi07FGrp54S2ERC1hmsIszAEHaBvniFtAY

SINA(2022).不只是电子游戏:电竞行业已演变为全球经济文化重要组成部分.2022年9月19日.https://finance.sina.cn/tech/2022-04-07/detail-imcwiwst0345335.d.html?fromtech=1&from=wap&fbclid=IwAR3vlIS6EpPMQNJTVA8rlgZkjOf6LyH-d8S1kHmXTjlLzrCPKGPOK7Bi92M

新浪电竞(2020).PEC国际冠军杯:后疫情时代,电竞助力国家软实力.2022年9月19日. https://dj.sina.com.cn/article/iznctke6447417.shtml?fbclid=IwAR0JlLTwbqAHrFGM9ioAOyYhDLB3sgoaqjLfmODR79WbtNFS0jjAyimDQSU

电竞世界(2019).中国电竞行业影响力研究报告:电竞市场前景广阔 腾讯成最大赢家 | 电竞世界.2022年9月19日. https://zhuanlan.zhihu.com/p/79400279?fbclid=IwAR2YURrUNqdS1bHLFEqiksponABrRU8dCf-fA7FeEjqK-PKsf_uz0CAnfvo

Yao Liu (2020).后疫情时代 电竞的机遇来了.2022年9月19日. http://www.ce.cn/culture/gd/202008/26/t20200826_35603790.shtml?fbclid=IwAR1ing9hSgOpd2oSC4QrAiuotF8-tcK_-cuYzDW8WXvfIem1xxpe16JhbTU

Baker, R. E. (2017). Case Studies in Sport Diplomacy (C. Esherick, R. E. Baker, S. Jackson, & M. Sam, Eds.). FiT Publishing, a division of the International Center for Performance Excellence.

CCTV. (2020, March 14). 电子竞技在中国. Retrieved from bilibili: https://www.bilibili.com/bangumi/media/md28228323

China, M. o. (2021, August 16). 中国游戏用户达6.67亿国产游戏“走出去”大势所趋走出去公共服务平台. Retrieved from 走出去公共服务平台: http://fec.mofcom.gov.cn/article/ywzn/xgzx/guonei/202108/20210803187788.shtml

Cull, N. J. (2019). Public Diplomacy: Foundations for Global Engagement in the Digital Age. Wiley, 7.

Guo, X. (2010, May 19). 男子通宵上网猝死网吧遭索赔40万余元_CCTV.com_中国中央电视台. Retrieved from 央视网: http://www.cctv.com/cctvsurvey/special/02/20100519/102719.shtml

Jennings, R. (2022, September 15). Malaysia, Taiwan, Vietnam embrace China's games and films, but stay on guard for a 'cultural invasion. Retrieved from South China Morning Post: https://www.scmp.com/economy/china-economy/article/3192471/malaysia-taiwan-vietnam-embrace-chinas-games-and-films-stay

Nye. (2004). Soft Power: The Means To Success In World Politics. PublicAffairs, 5.

Services, A. o. (2022, April 15). 国家广播电视总局公告公示国家广播电视总局网络视听节目管理司中共中央宣传部出版局关于加强网络视听节目平台游戏直播管理的通知. Retrieved from National Radio and Television Administration PRC: http://www.nrta.gov.cn/art/2022/4/15/art_113_60105.html

Wang, X. S. (2022). THE DEVELOPMENT REPORT OF E-SPORTS IN CHINA(2022). Beijing: Social Science Academic Press.

Wu, H. (2022). Security,Force,and Self-Help:National Security Studies in Israel. The Journal of International Studies, 71-91+6-7.

Wu, Y. (2021, August 30). 国家新闻出版署下发《关于进一步严格管理切实防止未成年人沉迷网络游戏的通知》. Retrieved from 新华网. Xinhua News: http://www.news.cn/legal/2021-08/30/c_1127809920.htm

Downloads

Published

2023-12-31

How to Cite

นุสิทธิ์ชัยการ อ. (2023). “การทูตอีสปอร์ต” อำนาจละมุนใหม่ในยุคดิจิทัลของจีน. Journal of East Asian and ASEAN Studies, 23(2), 43–68. retrieved from https://so01.tci-thaijo.org/index.php/eascramJ/article/view/268440