E-sports and Its Unique Geng (PunchLine) Culture
Take League of Legend Pro League as an example
- 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.
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 -