Proceedings of the 2022 International Conference on Creative Industry and Knowledge Economy (CIKE 2022)

E-sports and Its Unique Geng (PunchLine) Culture

Take League of Legend Pro League as an example

Authors
Suwan Song729713949@qq.com
Brunel University London
Corresponding Author
Available Online 18 April 2022.
DOI
10.2991/aebmr.k.220404.052How to use a DOI?
Keywords
E-sports; Subculture; LPL; E-sports player
Abstract

The outbreak of covid-19 was in late 2019. This epidemic has been a test of competitive sports all over the world but e-sports, as a new type of digital sport, has obviously withstood the test. 2018 has been a year of e-sports outbreak in China, and in 2020, the population of e-sports market has exceeded 145 billion[4]. Despite the epidemic, the industry is still in the stage of rapid development. and E-sports culture is also developing. One of the most unique aspects of e-sports culture is its unique geng (punch line) culture which is a Chinese term. With 54.1% of users between 19 and 24 years old, the unique “punch line” culture of gaming is having a profound impact on young people. As a subculture, the geng culture is gradually becoming more popular due to the unprecedented traffic bonus.

Copyright
© 2022 The Authors. Published by Atlantis Press International B.V.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

Download article (PDF)

Volume Title
Proceedings of the 2022 International Conference on Creative Industry and Knowledge Economy (CIKE 2022)
Series
Advances in Economics, Business and Management Research
Publication Date
18 April 2022
ISBN
10.2991/aebmr.k.220404.052
ISSN
2352-5428
DOI
10.2991/aebmr.k.220404.052How to use a DOI?
Copyright
© 2022 The Authors. Published by Atlantis Press International B.V.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

Cite this article

TY  - CONF
AU  - Suwan Song
PY  - 2022
DA  - 2022/04/18
TI  - E-sports and Its Unique Geng (PunchLine) Culture
BT  - Proceedings of the 2022 International Conference on Creative Industry and Knowledge Economy (CIKE 2022)
PB  - Atlantis Press
SP  - 282
EP  - 286
SN  - 2352-5428
UR  - https://doi.org/10.2991/aebmr.k.220404.052
DO  - 10.2991/aebmr.k.220404.052
ID  - Song2022
ER  -