Electronics Free FullText How Chinese Media Addresses Esports Issues A Text Mining Comparative

How Chinese Media Addresses Esports Issues: A Text Mining Comparative Analysis of Online News and Viewers’ Comments on the Hangzhou Asian Games

While the ESPORTS industry shows unprecedented excitement, efforts to be recognized as sports are becoming more active. In this notebook, we will focus on the results of these sports in the Asian Games in Hangzhou in 2023, and study the transformation configuration in the situation of ESPORTS in China. To this end, this study analyzes the news data online and the explanation of visitors online online and the visitors on the ASSITA during the Hangzhou Asian Games. In the analysis of text data, the mental analysis method of words based on the Potential Dirikre (LDA) method was used, and the reconstruction of the image of the word was used to reconstruct the image of the image-image. The results of the research show that online news text and graphic data indicate that e-sports emphasize the positive expectations of the industry in relation to the appearance of sports media, but ETPORTING events are observed. The general public has shown a mixture expectation, questions, and a negative mood regarding the r e-evaluation of EPORT. As you can see, the division of the people related to e-sports may hinder the achievement of strong consensus in the development of velusports.

1. Introduction

The enthusiasm of EPORT's rapid growth in the industry is that EPORT was officially recognized as a legal sport. Initially, in 2003, the main sports division defined the form of mental competition between people using advanced software and hardware equipment as sports tools. In 2018, the Asian Olympic Council (OSA) accepted Estoms with sports demonstration-look, and then ESPORT increased his personal status in Hangzhou for the official appearance of sports at the 2022 Asian Games. The medals were played in six different formats. Apart from this, the International Olympic Committee (IOC) held the Olympic Viral series to introduce the Tokyo Olympics in 2021. This strategic movement has enabled imports to import the role of EPORT in the Olympics. In this way, it is virtually undeniable that the possibility of ESPORTS increases the large context of sports and entertainment at the same time.

In real time, China occupies the central space of the Ecumenical Industry of EPORT. In 2021, China's Torica in the Epock's Ecumenical industry was 44%, which was equivalent to $ 36 billion. Apart from this, Epoch's i n-house bazaar in China has grown solidly. It should be noted that China is still the world's top position in selling video games and watching the EPORT tournament. By 2023, the number of believers in China has jumped to a number of 480 million, and in fact, on e-fifth share of universal Ecessor population statistics will be on e-fifth of EPORTS. So, China shifts North America from the viewpoint of the world's leading paid real estate market. At least, the number of national tasks is stored, at least not paying attention to the great success that the industry has achieved. Before that, Chinese conversations were often called "electronic heroin". In fact, it has spread to video games and society that are harmful to adolescent health and education. This often led to a fear that students would be "dependent on games." < SPAN> In real time, China accounts for the central space of the Ecumenical industry in the Eport. In 2021, China's Torica in the Epock's Ecumenical industry was 44%, which was equivalent to $ 36 billion. Apart from this, Epoch's i n-house bazaar in China has grown solidly. It should be noted that China is still the world's top position in selling video games and watching the EPORT tournament. By 2023, the number of believers in China has jumped to a number of 480 million, and in fact, on e-fifth share of universal Ecessor population statistics will be on e-fifth of EPORTS. So, China shifts North America from the viewpoint of the world's leading paid real estate market. It stores at least the number of national tasks that are not paying attention to the great success of China's EPOR T-industry. Before that, Chinese conversations were often called "electronic heroin". In fact, it spread to adolescent health and educational video games and society. This often led to a fear that students would be "dependent on games." In real time, China occupies the central space of the Ecumenical Industry of EPORT. In 2021, China's Torica in the Epock's Ecumenical industry was 44%, which was $ 360 million. Apart from this, Epoch's i n-house bazaar in China has grown solidly. It should be noted that China is still the world's top position in selling video games and watching the EPORT tournament. By 2023, the number of believers in China has jumped to a number of 480 million, and in fact, on e-fifth share of universal Ecessor population statistics will be on e-fifth of EPORTS. So, China shifts North America from the viewpoint of the world's leading paid real estate market. It stores at least the number of national tasks that are not paying attention to the great success of China's EPOR T-industry. Before that, Chinese conversations were often called "electronic heroin". In fact, it spread to adolescent health and educational video games and society. This often led to the fear that students would be "dependent on games."

The rapid spread of e-port in China has become an interest in scholars. Pr e-research began with research on E-port formation status in China [4, 5], spread to Chinese e-port buyers that cover their attitudes and their attitudes [6, 7, 8, 9 9. ]. Apart from this, studies on the political appearance of the state that make up the EPORT industry in China is increasing [10, 11, 12, 13]. However, the leaders of the scholars are focusing on the political appearance of the nation and the attitude of buyers for visitor of e-sports games. Research dedicated to the recognition of e-sports by the general public was limited. The focus of the general residents of Esports not only has a decisive meaning for the formation of the industry, but also positively adjusting the aforementioned unconscious awareness, the formation of a national political person in E-Sport. It has a decisive meaning for the approval of e-sports as an official sport. From a tex t-based analysis point of view, online news is considered to be a more comprehensive and superior data source for analyzing social cognitive [14, 15]. However, there are several studies specializing in EPORT Lighting in Chinese media. It is considered an important source of information to have a significant impact on social awareness. < SPAN> The rapid spread of e-port in China has become an interest in scholars. Pr e-research began with research on E-port formation status in China [4, 5], spread to Chinese e-port buyers that cover their attitudes and their attitudes [6, 7, 8, 9 9. ]. Apart from this, studies on the political appearance of the state that make up the EPORT industry in China is increasing [10, 11, 12, 13]. However, the leaders of the scholars are focusing on the political appearance of the nation and the attitude of buyers for visitor of e-sports games. Research dedicated to the recognition of e-sports by the general public was limited. The focus of the general residents of Esports not only has a decisive meaning for the formation of the industry, but also positively adjusting the aforementioned unconscious awareness, the formation of a national political person in E-Sport. It has a decisive meaning for the approval of e-sports as an official sport. From a tex t-based analysis point of view, online news is considered to be a more comprehensive and superior data source for analyzing social cognitive [14, 15]. However, there are several studies specializing in EPORT Lighting in Chinese media. It is considered an important source of information to have a significant impact on social awareness. The rapid spread of e-port in China has become an interest in scholars. Pr e-research began with research on E-port formation status in China [4, 5], spread to Chinese e-port buyers that cover their attitudes and their attitudes [6, 7, 8, 9 9. ]. Apart from this, studies on the political appearance of the state that make up the EPORT industry in China is increasing [10, 11, 12, 13]. However, the leaders of the scholars are focusing on the political appearance of the nation and the attitude of buyers for visitor of e-sports games. Research dedicated to the recognition of e-sports by the general public was limited. The focus of the general residents of Esports not only has a decisive meaning for the formation of the industry, but also positively adjusting the aforementioned unwanted awareness, the formation of a national political person in e-sports. It has a decisive meaning for the approval of e-sports as an official sport. From a tex t-based analysis point of view, online news is considered to be a more comprehensive and superior data source for analyzing social cognitive [14, 15]. However, there are several studies specializing in EPORT Lighting in Chinese media. It is considered an important source of information to have a significant impact on social awareness.

As shown in Fig. 1, the number of searches for e-sports in China from 2011 to 2023 is declining steadily. This shows two options: a wide range of people have begun to understand e-sports as a normal part of society or the excitement of Esports has decreased. Meanwhile, according to a survey conducted by IMEDIA Research in 2021, more than 60 % of Chinese internet users said, as shown in Fig. 2. They basically, the most physical and competitive properties of e-sports, which do not match the norms of traditional sports, may promote tasks that regenerate dependencies between young people. I was eager to be there. There are also voices pointing out that commercialization of e-sports and game companies may lead to inappropriate competition and overdose capitalism. These selective opinion polls indicate that online news has a major impact on society's awareness of e-sports, and as a result, the issues pointed out are online OPEZEE and e-sports. From the connection stage to the number of medals, learning the evolution of communication between the people's perception. As shown in Fig. 1, the number of e-sports searches in China from 2011 to 2023 is declining steadily. This shows two options: a wide range of people have begun to understand e-sports as a normal part of society or the excitement of Esports has decreased. Meanwhile, according to a survey conducted by IMEDIA Research in 2021, more than 60 % of Chinese internet users said, as shown in Fig. 2. They basically, the most physical and competitive properties of e-sports, which do not match the norms of traditional sports, may promote tasks that regenerate dependencies between young people. I was eager to be there. There are also voices pointing out that commercialization of e-sports and game companies may lead to inappropriate competition and overdose capitalism. These selective opinion polls indicate that online news has a major impact on society's awareness of e-sports, and as a result, the issues pointed out are online OPEZEE and e-sports. From the connection stage to the number of medals, learning the evolution of communication between the people's perception. As shown in Figure 1, the number of E-sports searches in China from 2011 to 2023 is declining steadily. This shows two options: a wide range of people have begun to understand e-sports as a normal part of society or the excitement of Esports has decreased. Meanwhile, according to a survey conducted by IMEDIA Research in 2021, more than 60 % of Chinese internet users said, as shown in Fig. 2. They basically, the most physical and competitive properties of e-sports, which do not match the norms of traditional sports, may promote tasks that regenerate dependencies between young people. I was eager to be there. There are also voices pointing out that commercialization of e-sports and game companies may lead to inappropriate competition and overdose capitalism. These selective opinion polls indicate that online news has a major impact on society's awareness of e-sports, and as a result, the issues pointed out are online OPEZEE and e-sports. From the connection stage to the number of medals, learning the evolution of communication between the people's perception. For that, it is more perfect

For this purpose, the provided study used data tests based on the analysis of online news and visitor descriptions on video platforms broadcasting the Asian Games E-Sports competitions held in Hangzhou. In the last study that conducted text data analysis, Wenzze and Yang applied audience analysis and content analysis tests to study E-Sports based on young people's online collaboration from 2002 to 2019 [19]. Separately, Wang and Fan used the LDA (Latent Dirichlet Allocation) method to study visitor statements in real time during the live broadcast of the Esports League to capture the sentiment of esports buyers in China [20]. For comparison with previous studies, the main difference of the provided study is the complete test of all online news distributed throughout the country, unlike a limited number of news channels. Some studies also consider images incorporated in the announcements. Separately, the study compares online news data, which represents the official views of the Chinese government, with the statements of visitors who watched the escort tournament on a direct broadcast platform during the Asian Games held in Hangzhou.

2. Relative Studies

2.1. Esports Industry

Eport, abbreviated as electric sports, is a competitive game driven by a virtual gaming environment. In this environment, members use their professionalism, strategic intuition, and overall command ability to win. The IOC defines its essence as a rivalry in a virtual gaming world, where players compete and demonstrate superiority in strategy, skill, and teamwork [21].

As shown in Figure 3, the Esports Universal Bazaar is expected to reach $142 billion in 2022 and $224 billion in 2027 [22]. This increase corresponds to a compound annual growth rate (CAGR) of 22, 47% over the entire forecast period [23]. Apart from this, E-sports has attracted mainly adolescent and 20-something buyers, reinforcing its status as a developing cultural paradox. This cultural wave is driven by the systematic formation of information technology in regions such as the Near East, Africa, and Central Asia, where the level of E-sports has been relatively low in large show markets up until now, and is expected to continue to undergo enormous changes.

Some important factors contribute to expanding export markets. For example, an increase in desire for game broadcasting broadcasts, increased investment in the game sector, increases the number of visitors, sells functional ticket sales, increases involved in sporting events, and increases demand for infrastructure that supports league tournaments. And so on. All of these contribute to the development of the export industry. In addition, the bazaar is profitable from the influx of profitable opportunities, thanks to more functional roles, such as computer players, allocators, authorities, and game manufacturers. Esports has become an executable and competent career choice, especially among young people, due to the attractiveness of large international prizes and the possibility of advantageous benefits. As a result, universities and educational institutions have launched special programs aimed at developing and improving student game skills. This multifaceted appearance emphasizes the lively and lively landscape of the export industry.

2.2. Chinese Esports and Its Industrial Trends

The evolution of exports in China began in the late 1990s, and several clearly, exploration (1998-2008), formation (2009-2013), maturity (2013-2016), and continuous development (2017 to present). It is composed of a mile stone. Figure 4 clearly shows the main actions that characterize each milestone in the development of China's exports.

During the search period, the official ESPORTS team was often born with the cooperation of a company under the name of a club team, and was initially gathered at a PC shop. The social awareness of ESPORTS has changed dramatically after Chinese players won the runne r-up in the first global cyber game (WCG) held in Seoul in 2001.

Games such as Star Craft 2 and League of Legends have been imported to China, and the number of ESPORTS clubs and ESPORTS tournaments has increased rapidly. At this stage, for example, both governments and large companies play a functional role in managing and controling export industries on a national scale.

The maturity began with the opening of the League of Legend Pro League (LPL) 1 in China. The feature of this movement is that the live broadcast platform has entered the export market. The event played an important role in standardization of e-sports communication, establishing an event copyright Bazaar, and contributing to the E-Sports industry specialization. < SPAN> Expansion markets have contributed to some important factors. For example, an increase in desire for game broadcasting broadcasts, increased investment in the game sector, increases the number of visitors, sells functional ticket sales, increases involved in sporting events, and increases demand for infrastructure that supports league tournaments. And so on. All of these contribute to the development of the export industry. In addition, the bazaar is profitable from the influx of profitable opportunities, thanks to more functional roles, such as computer players, allocators, authorities, and game manufacturers. Esports has become an executable and competent career choice, especially among young people, due to the attractiveness of large international prizes and the possibility of advantageous benefits. As a result, universities and educational institutions have launched special programs aimed at developing and improving student game skills. This multifaceted appearance emphasizes the lively and lively landscape of the export industry.

The evolution of exports in China began in the late 1990s, and several clearly, exploration (1998-2008), formation (2009-2013), maturity (2013-2016), and continuous development (2017 to present). It is composed of a mile stone. Figure 4 clearly shows the main actions that characterize each milestone in the development of China's exports.

During the search period, the official ESPORTS team was often born with the cooperation of a company under the name of a club team, and was initially gathered at a PC shop. The social awareness of ESPORTS has changed dramatically after Chinese players won the runne r-up in the first global cyber game (WCG) held in Seoul in 2001.

Games such as Star Craft 2 and League of Legends have been imported to China, and the number of ESPORTS clubs and ESPORTS tournaments has increased rapidly. At this stage, for example, both governments and large companies play a functional role in managing and controling export industries on a national scale.

3. Method

3.1. Overall Workflow

The maturity began with the opening of the League of Legend Pro League (LPL) 1 in China. The feature of this movement is that the live broadcast platform has entered the export market. The event played an important role in standardization of e-sports communication, establishing an event copyright Bazaar, and contributing to the E-Sports industry specialization. Some important factors contribute to expanding export markets. For example, an increase in desire for game broadcasting broadcasts, increased investment in the game sector, increases the number of visitors, sells functional ticket sales, increases involved in sporting events, and increases demand for infrastructure that supports league tournaments. And so on. All of these contribute to the development of the export industry. In addition, the bazaar is profitable from the influx of profitable opportunities, thanks to more functional roles, such as computer players, allocators, authorities, and game manufacturers. Esports has become an executable and competent career choice, especially among young people, due to the attractiveness of large international prizes and the possibility of advantageous benefits. As a result, universities and educational institutions have launched special programs aimed at developing and improving student game skills. This multifaceted appearance emphasizes the lively and lively landscape of the export industry.

The evolution of exports in China began in the late 1990s, and several clearly, exploration (1998-2008), formation (2009-2013), maturity (2013-2016), and continuous development (2017 to present). It is composed of a mile stone. Figure 4 clearly shows the main actions that characterize each milestone in the development of China's exports.

3.2. Data Collection and Preprocessing

During the search period, the official ESPORTS team was often born with the cooperation of a company under the name of a club team, and was initially gathered at a PC shop. The social awareness of ESPORTS has changed dramatically after Chinese players won the runne r-up in the first global cyber game (WCG) held in Seoul in 2001.

Games such as Star Craft 2 and League of Legends have been imported to China, and the number of ESPORTS clubs and ESPORTS tournaments has increased rapidly. At this stage, for example, both governments and large companies play a functional role in managing and controling export industries on a national scale.

The maturity began with the opening of the League of Legend Pro League (LPL) 1 in China. The feature of this movement is that the live broadcast platform has entered the export market. The event played an important role in standardization of e-sports communication, establishing an event copyright Bazaar, and contributing to the E-Sports industry specialization.

3.3. Image-to-Text Generation with CLIP Model

Furthermore, the characteristic of this period is the continuous but incomplete development of the e-sports industry chain. This is a municipal politics that focuses on the formation of e-port, the construction of admission platforms, organizing tournaments, and improving direct broadcasting systems. This period has been going on for more than 10 years, indicating the development and maturity of the Esports industry in China.

However, it is true that there were many unfavorable enlightenment in China in China since 1989, and its peak was visited in 2000 and 92 % was an unfavorable enlightenment. [16] Later, in 2010, e-sports began to be recognized as a new configuration of cultural comfort, and there was a visible change in social perception. This coordination is mainly explained by a great help from the nation. The Chinese government has recognized the world's first essential sport in 2003, and since then, the main sports departments, the Ministry of Education, the Ministry of Culture, and other municipalities have accepted experts related to EPORT. 。

3.4. LDA-Based Topic Modeling

To summarize this result, it can be said that China is very interested in the three fields of e-sports, that is, "ET Sports Education", "Science and Technology through ESPORTS", and "Policy for the formation of traffic industries". Based on this, this study considers how Chinese media is involved in e-sports, and comparison with the appropriate social attention change on the night before the Asian Games held in Hangzhou in 2021. do. < SPAN> Furthermore, the feature of this period is the continuous but incomplete development of the e-sports industry chain. This is a municipal politics that focuses on the formation of e-port, the construction of admission platforms, organizing tournaments, and improving direct broadcasting systems. This period has been going on for more than 10 years, indicating the development and maturity of the Esports industry in China.

However, it is true that there were many unfavorable enlightenment in China in China since 1989, and its peak was visited in 2000 and 92 % was an unfavorable enlightenment. [16] Later, in 2010, e-sports began to be recognized as a new configuration of cultural comfort, and there was a visible change in social perception. This coordination is mainly explained by a great help from the nation. The Chinese government has recognized the world's first essential sport in 2003, and since then, the main sports departments, the Ministry of Education, the Ministry of Culture, and other municipalities have accepted experts related to EPORT. 。

To summarize this result, it can be said that China is very interested in the three fields of e-sports, that is, "ET Sports Education", "Science and Technology through ESPORTS", and "Policy for the formation of traffic industries". Based on this, this study considers how Chinese media is involved in e-sports, and comparison with the appropriate social attention change on the night before the Asian Games held in Hangzhou in 2021. do. Furthermore, the characteristic of this period is the continuous but incomplete development of the e-sports industry chain. This is a municipal politics that focuses on the formation of e-port, the construction of admission platforms, organizing tournaments, and improving direct broadcasting systems. This period has been going on for more than 10 years, indicating the development and maturity of the Esports industry in China.

4. Results

4.1. Keyword Analysis

However, it is true that there were many unfavorable enlightenment in China in China since 1989, and its peak was visited in 2000 and 92 % was an unfavorable enlightenment. [16] Later, in 2010, e-sports began to be recognized as a new configuration of cultural comfort, and there was a visible change in social perception. This coordination is mainly explained by a great help from the nation. The Chinese government has recognized the world's first essential sport in 2003, and since then, the main sports departments, the Ministry of Education, the Ministry of Culture, and other municipalities have accepted experts related to EPORT. 。

To summarize this result, it can be said that China is very interested in the three fields of e-sports, that is, "ET Sports Education", "Science and Technology through ESPORTS", and "Policy for the formation of traffic industries". Based on this, this study considers how Chinese media is involved in e-sports, and comparison with the appropriate social attention change on the night before the Asian Games held in Hangzhou in 2021. do.

Figure 5 shows the ARTEL process and program used in each line. Introduction, data was collected by web crawling and textom support, and 11. 347 online news infins were obtained with 638 embedded images. In order to reorganize the data to a numerical format suitable for computer analysis, the image has been textized by the support of the CLIP (Contrastive Language-Image Prelaning) library (Vit-B/32 model). After the preliminary data processing, unnecessary text was eliminated using the natural language processing method, and the quality of the data was improved. After this, the frequency of TF/IDF (document frequency with the frequency of terms inverted) was analyzed, and 20 major texts were extracted from the dataset. Next, the LDA method was introduced and the main text was extracted based on a specific topic modeling. The result of the final model that was evaluated for a wel l-focused model and ultimately focused on a specific topic was effectively visualized to make it easier to interpret and recognize. 。

4.2. LDA Topic Modeling Analysis for News Articles

[24] The Textom program was used to collect news data. To reorganize images to Word, Clip Bookstore (Vit-B/32 model) given by Openai, which has the official code and the first trained model, was used. Vit-B/32 is a combination of visual models and language models, especially for visual models, providing a folding neural network (CNN) that processes and extracts features from images. Apart from this, Colab was used as a cloud development environment that promotes transportation programs for data analysis. Figure 5 shows the artel process and program used in each line. Introduction, data was collected by web crawling and textom support, and 11. 347 online news infins were obtained with 638 embedded images. In order to reorganize the data to a numerical format suitable for computer analysis, the image has been textized by the support of the CLIP (Contrastive Language-Image Prelaning) library (Vit-B/32 model). After the preliminary data processing, unnecessary text was eliminated using the natural language processing method, and the quality of the data was improved. After this, the frequency of TF/IDF (document frequency with the frequency of terms inverted) was analyzed, and 20 major texts were extracted from the dataset. Next, the LDA method was introduced and the main text was extracted based on a specific topic modeling. The result of the final model that was evaluated for a wel l-focused model and ultimately focused on a specific topic was effectively visualized to make it easier to interpret and recognize. 。

[24] The Textom program was used to collect news data. To reorganize images to Word, Clip Bookstore (Vit-B/32 model) given by Openai, which has the official code and the first trained model, was used. Vit-B/32 is a combination of visual models and language models, especially for visual models, providing a folding neural network (CNN) that processes and extracts features from images. Apart from this, Colab was used as a cloud development environment that promotes transportation programs for data analysis. Figure 5 shows the ARTEL process and program used in each line. Introduction, data was collected by web crawling and textom support, and 11. 347 online news infins were obtained with 638 embedded images. In order to reorganize the data to a numerical format suitable for computer analysis, the image has been textized by the support of the CLIP (Contrastive Language-Image Prelaning) library (Vit-B/32 model). After the preliminary data processing, unnecessary text was eliminated using the natural language processing method, and the quality of the data was improved. After this, the frequency of TF/IDF (document frequency with the frequency of terms inverted) was analyzed, and 20 major texts were extracted from the dataset. Next, the LDA method was introduced and the main text was extracted based on a specific topic modeling. The result of the final model that was evaluated for a wel l-focused model and ultimately focused on a specific topic was effectively visualized to make it easier to interpret and recognize. 。

[24] The Textom program was used to collect news data. To reorganize images to Word, Clip Bookstore (Vit-B/32 model) given by Openai, which has the official code and the first trained model, was used. Vit-B/32 is a combination of visual models and language models, especially for visual models, providing a folding neural network (CNN) that processes and extracts features from images. Apart from this, Colab was used as a cloud development environment that promotes transportation programs for data analysis.

The main headline used for data collection is " e-sports", and the data provider is as shown in Table 1. The collection of shor t-term data from January 1, 2021 matched August 15, 2023, when e-sports were connected as an official sports program, according to the Asian Games Program. As a result, 11. 374 news note and 638 images were collected. Later, the preliminary processing of the case data was clarified, reaching 551. There were 172 cases and 2484 images. As shown in Fig. 6, the visitor's remarks were selected and analyzed from 972 clips from the Bilibiri website. Of the 2783, the text was unique and no repeated. Founded in 2009, it is regarded as a universal platform for broadcasting cultural content that destroys entertainment of various genres, such as music, dance, movies, and digital games. Users can leave comments on video content, and as a result, they have received high praise for their charm and interactive. Bilibili became a major platform for directly broadcasting EPORTING-GAMES in Hangzhou.

Preliminary processing is an important period aimed at clarifying data for analysis by excluding unrelated components with special signs and numerical meanings. The provided dataset research excludes major textbooks, such as specific names, places, and conditions, which are not necessary for analysis purposes. For example, as shown in Fig. 7, "yes" (yes), "no" (no), "No", "unable" (not possible), "你 你 它" (you, me, he, he The definitions such as, she, etc. were removed, and was deleted at the beginning of the preliminary processing.

The key text that is meaningful but not extracted with a simple method was processed in another method and in a special user vocabulary. For example, as shown in FIG. 8, the definition of "electron (电 电 电 电 电 电)))))))))) for sports (phala)" is a separate text in Chinese, but in the bonding it becomes " e-sports (电 电 竞 竞 竞 竞 竞 竞 竞 竞 竞)". 。 In this way, the " E-Sports" was connected to one text and integrated into the user's vocabulary. < SPAN> The main headline used for data collection is " e-sports", and the data provider is as shown in Table 1. The collection of shor t-term data from January 1, 2021 matched August 15, 2023, when e-sports were connected as an official sports program, according to the Asian Games Program. As a result, 11. 374 news note and 638 images were collected. Later, the preliminary processing of the case data was clarified, reaching 551. There were 172 cases and 2484 images. As shown in Fig. 6, the visitor's remarks were selected and analyzed from 972 clips from the Bilibiri website. Of the 2783, the text was unique and no repeated. Founded in 2009, it is regarded as a universal platform for broadcasting cultural content that destroys entertainment of various genres, such as music, dance, movies, and digital games. Users can leave comments on video content, and as a result, they have received high praise for their charm and interactive. Bilibili became a major platform for directly broadcasting EPORTING-GAMES in Hangzhou.

Preliminary processing is an important period aimed at clarifying data for analysis by excluding unrelated components with special signs and numerical meanings. The provided dataset research excludes major textbooks, such as specific names, places, and conditions, which are not necessary for analysis purposes. For example, as shown in Fig. 7, "yes" (yes), "no" (no), "No", "unable" (not possible), "你 你 它" (you, me, he, he The definitions such as, she, etc. were removed, and was deleted at the beginning of the preliminary processing.

4.3. LDA Topic Modeling Analysis for Embedded Images in the Articles

The key text that is meaningful but not extracted with a simple method was processed in another method and in a special user vocabulary. For example, as shown in FIG. 8, the definition of "electron (电 电 电 电 电 电)))))))))) for sports (phala)" is a separate text in Chinese, but in the bonding it becomes " e-sports (电 电 竞 竞 竞 竞 竞 竞 竞 竞 竞)". 。 In this way, the " E-Sports" was connected to one text and integrated into the user's vocabulary. The main headline used for data collection is " e-sports", and the data provider is as shown in Table 1. The collection of shor t-term data from January 1, 2021 matched August 15, 2023, when e-sports were connected as an official sports program, according to the Asian Games Program. As a result, 11. 374 news note and 638 images were collected. Later, the preliminary processing of the case data was clarified, reaching 551. There were 172 cases and 2484 images. As shown in Fig. 6, the visitor's remarks were selected and analyzed from 972 clips from the Bilibiri website. Of the 2783, the text was unique and no repeated. Founded in 2009, it is regarded as a universal platform for broadcasting cultural content that destroys entertainment of various genres, such as music, dance, movies, and digital games. Users can leave comments on video content, and as a result, they have received high praise for their charm and interactive. Bilibili became a major platform for directly broadcasting EPORTING-GAMES in Hangzhou.

Preliminary processing is an important period aimed at clarifying data for analysis by excluding unrelated components with special signs and numerical meanings. The provided dataset research excludes major textbooks, such as specific names, places, and conditions, which are not necessary for analysis purposes. For example, as shown in Fig. 7, "yes" (yes), "no" (no), "No", "unable" (not possible), "你 你 它" (you, me, he, he The definitions such as, she, etc. were removed, and was deleted at the beginning of the preliminary processing.

The key text that is meaningful but not extracted with a simple method was processed in another method and in a special user vocabulary. For example, as shown in FIG. 8, the definition of "electron (电 电 电 电 电 电)))))))))) for sports (phala)" is a separate text in Chinese, but in the bonding it becomes " e-sports (电 电 竞 竞 竞 竞 竞 竞 竞 竞 竞)". 。 In this way, the " E-Sports" was connected to one text and integrated into the user's vocabulary.

4.4. LDA Topic Modeling Analysis for the Viewers’ Comments While Broadcasting Esports Games at Hangzhou Asian Games

The quality of input data is an important aspect of intelligent analytical systems [27, 28, 29]. Some works address the problem of quality assessment [30, 31], while others are dedicated to the analysis of subjective and objective assessment of the quality of audiovisual signals [32, 33]. In the analysis of textual data, quality prediction based on machine support vectors (SVMs) has been studied [34, 35, 36]. SVMs effectively handle both linear and nonlinear data using several core functions that transform the input space into a larger size space in which the classes are distributed. Due to their versatility and ability to handle complex datasets, SVMs are widely used in various fields, including image classification, text classification, and bioinformatics.

In this paper, we used the Contrastive Language-Image Pretration (Clip) model to analyze images. This model is a multimodal model developed by OpenAI that learns to associate images with their descriptions [37]. Clip consists of a visual encoder and a text encoder. Clip learns using a task called contrastive learning. In the learning process, positive pairs are created by combining correct pairs of “image-text” and negative pairs are created by combining incorrect “image-text” steam. The model then learns to minimize the distance between positive pairs and maximize the distance between negative pairs in the embedding space [38]. This model has been used in several applications to provide rich semantic features for visual language perception, for example in image signing tasks [39].

Theme modeling is a well-known technique in the field of intelligent analysis of texts and has proven its efficiency in extracting important ideas such as trends and issues from huge amounts of data. This technique allows identifying important topics from a large collection of documents and linking each document to related topics [40, 41].

Initially, probabilistic latent semantic analysis (PLSA) techniques were mainly used, but since 2003 when Bley et al. published the LDA algorithm, LDA has been used as a topic modeling technique. LDA is an analytical technique that groups and classifies documents into topics according to the probability of keywords in a large collection of documents, and is widely used to analyze large-scale news data and other text domains [42].

5. Discussion

[43] In order to determine the most appropriate topic, the topic number was changed to 2 to 10. Then, using the input parameter α = 12, 5 and β = 0, 01 [44], the usefulness of the keyword duplicate in the topic and the usefulness of the topic classification was compared. The optimal topic was selected because the degree of duplicate keywords was low and keywords were meaningfully classified into topics.

Table 2 shows the results of frequency analysis. The most frequent word is "Development" (5124), followed by "Event" (4109) and "Competition" (3854). These have considerable expectations and optimism over the growth and development of Chinese exports in the context of the Asian Games. Interestingly, the term "physical education" (3360) reflects the positive desire to integrate e-sports as an essential part of education initiative.

TF/IDF is a statistical measure that evaluates how important a certain word is in a document. The TF (Term Frequency) measures the frequency in which a word appears in the document, and the idf (Inverse Document Frequency) is characteristic how unique the word is in a collection of documents. Measure. TF-IDF functions as an important scale to judge the importance of the terms frequently discussed in news articles, social media, and other text sources.

In this study, TF/IDF has reached the highest TF/DF value of " e-commerce", indicating that active online transactions in the Chinese export industry are increasing. The results of this observation are highlighting the importance of electronic commercial transactions in the context of expor t-related discussions.

Table 3 is the result of the LDA analysis. The graph shows the top 20 keywords, major titles, and ratio related to each of the five topics. < SPAN> In order to determine the most appropriate topic, the topic was changed to 2 to 10 and a topic model analysis was performed. Then, using the input parameter α = 12, 5 and β = 0, 01 [44], the usefulness of the keyword duplicate in the topic and the usefulness of the topic classification was compared. The optimal topic was selected because the degree of duplicate keywords was low and keywords were meaningfully classified into topics.

Table 2 shows the results of frequency analysis. The most frequent word is "Development" (5124), followed by "Event" (4109) and "Competition" (3854). These have considerable expectations and optimism over the growth and development of Chinese exports in the context of the Asian Games. Interestingly, the term "physical education" (3360) reflects the positive desire to integrate e-sports as an essential part of education initiative.

TF/IDF is a statistical measure that evaluates how important a certain word is in a document. The TF (Term Frequency) measures the frequency in which a word appears in the document, and the idf (Inverse Document Frequency) is characteristic how unique the word is in a collection of documents. Measure. TF-IDF functions as an important scale to judge the importance of the terms frequently discussed in news articles, social media, and other text sources.

In this study, TF/IDF has reached the highest TF/DF value of " e-commerce", indicating that active online transactions in the Chinese export industry are increasing. The results of this observation are highlighting the importance of electronic commercial transactions in the context of expor t-related discussions.

Table 3 is the result of the LDA analysis. The graph shows the top 20 keywords, major titles, and ratio related to each of the five topics. [43] In order to determine the most appropriate topic, the topic number was changed to 2 to 10. Then, using the input parameter α = 12, 5 and β = 0, 01 [44], the usefulness of the keyword duplicate in the topic and the usefulness of the topic classification was compared. The optimal topic was selected because the degree of duplicate keywords was low and keywords were meaningfully classified into topics.

6. Conclusions

Table 2 shows the results of frequency analysis. The most frequent word is "Development" (5124), followed by "Event" (4109) and "Competition" (3854). These have considerable expectations and optimism over the growth and development of Chinese exports in the context of the Asian Games. Interestingly, the term "physical education" (3360) reflects the positive desire to integrate e-sports as an essential part of education initiative.

TF/IDF is a statistical measure that evaluates how important a certain word is in a document. The TF (Term Frequency) measures the frequency in which a word appears in the document, and the idf (Inverse Document Frequency) is characteristic how unique the word is in a collection of documents. Measure. TF-IDF functions as an important scale to judge the importance of the terms frequently discussed in news articles, social media, and other text sources.

In this study, TF/IDF has reached the highest TF/DF value of " e-commerce", indicating that active online transactions in the Chinese export industry are increasing. The results of this observation are highlighting the importance of electronic commercial transactions in the context of expor t-related discussions.

Table 3 is the result of LDA analysis. The graph shows the top 20 keywords, major titles, and ratio related to each of the five topics.

Author Contributions

The first content is related to the online commercialization of the Asian competition SES, and is characterized by the main texts such as "match", "sports", "electronic business", "business", and "company". This content focuses on the Chinese strategic vision that forms paid e-sports nuances using Asian games as a platform. Esports have been selected as the official game of the game, which may increase the influence of brand games related to medals. In this way, it is thought that the increase in the attention of E-sports will activate online business in the Chinese game industry.

Funding

The second content featured by the main texts such as "development", "sports", "physical culture", "all people", "streaming platform", "exercise", and "sports agency" It shows a change in perception of the housing complex. This tells the fact that the Esector probably has emerged an unpleasant prejudice effectively, and has now fulfilled the appearance of sports that the whole civilization recognizes. The term "streaming platform" actually focuses on the role of ove r-th e-top (OTT) and streaming services in order to democratize esports, make it easier to access and enjoy customers. It is worth noting that it is applied. The content is based on the mechanics of forming Esports as the mainstream, and the mechanics of the formation of sports as a comprehensive view of sports.

Data Availability Statement

The third content is linked to these main texts as "digital games", "industrial chains", "clubs", "digital games", "associations", and "global". These definitions mean major players in Chinese e-sports industry chains, such as professional clubs, game associations, and game creators. The aim is to recognize e-sports as a completely careless industry with mutual components, and to recognize the interconnection for advanced forwards, for example, at a larg e-scale level. I am.

Conflicts of Interest

The fourth content is specialized in e-sports and athletic training education on major texts such as "physical culture", "specialty", "health", "management", "occupation", and "university". 。 In this subject, we discuss the management of each department, moral spirit, the overall formation of players, and the attention of players putting and discipline.

References

  1. According to data analysis, the Esports ecosystem is gaining attention in segmentation and commercialization, which are summarized as "operation and relocation of ESPORTS, research and training of players, the spread of esports culture, consumption of related products."
  2. As a result of the spare processing of the characteristic and the LDA analysis, three topics were identified. Topic 1 presented a graph comparing the penetration rate of exports in China with other countries. It contains data such as the number of export clubs, official events by region, and the number of visitors. There are also numerical data graphs that show the possibility of industrial income.
  3. Table 5 is an analysis of the explanatory sentence left by visitors during the live broadcast of the ESPORTS competition in the Asian Games held in Hangzhou. The topic can be broadly divided into three categories: ESPORTS competitions in Hangzhou, improving the general awareness of Esports, and excitement about Esports.
  4. Content 2 features appropriate moods related to the Asian Games and the role of boosting EPORT into the ranks of national medal sports. Visitors express flattering concepts and believe that EPORT is the most popular occupation among Chinese advanced young people.
  5. Broad, the Chinese government actually played an important role in reviving video games rather than the help of establishing information technology in the early 2000s. However, it was proven that local government assistance from the EPORT industry was about tw o-end sticks. For example, in 2021, the National Newspaper Publishing Radio Television Bureau (NPPA), who is in charge of the adaptation of Chinese online games, has introduced a standard for regulating adult online games. Along with these rules, young players only have the opportunity to speak from 8. 00 to 21. 00 on weekends and holidays. This even indicates that holding fears can actually have a bad effect on young people. [4] Apart from this, KPL, a major sports league in the state, raised the minimum age of the league to the age of 18. The limitation of this adult role was not a big problem for the ESPORTS team. Most of the EPORT players in China are within 54 % of the average age of 16 to 22 years old. Such observations and management by macr o-level authorities were not in line with the formation of the e-sports industry. [47]
  6. In addition to analyzing news data by text, research on investment images in the presentation also focuses on positive effects in which the epoRT is expected in terms of financial income and industrial formation, and they are figures and numerical value. It is actually reflected in ideas. Apart from this, the image of a large stadium and the voices of visitors have helped to enhance the social status of e-sports as a medal sport.
  7. The results of this result showed that the results of Pandemia Cobid 19 were sluggish, and the official recognition of e-sports in the Hangzhou Asian Games as medal acquisition competitions has acted on attracting Esports to the ranks of China. I can say. But people's perspectives about this problem are still different. Such a difference between youth and the public on the Internet is considered to be an important issue for the future formation of the e-sports industry in China and the development of national political figures. < SPAN> In addition to analyzing news data by letter, research on investment images in the presentation also focuses on positive effects in which the EPORT is expected in terms of financial income and industrial formation. And are actually reflected in numerical ideas. Apart from this, the image of a large stadium and the voices of visitors have helped to enhance the social status of e-sports as a medal sport.
  8. The results of this result showed that the results of Pandemia Cobid 19 were sluggish, and the official recognition of e-sports in the Hangzhou Asian Games as medal acquisition competitions has acted on attracting Esports to the ranks of China. I can say. But people's perspectives about this problem are still different. Such a difference between youth and the public on the Internet is considered to be an important issue for the future formation of the e-sports industry in China and the development of national political figures. In addition to analyzing news data by text, research on investment images in the presentation also focuses on positive effects in which the epoRT is expected in terms of financial income and industrial formation, and they are figures and numerical value. It is actually reflected in ideas. Apart from this, the image of a large stadium and the voices of visitors have helped to enhance the social status of e-sports as a medal sport.
  9. The results of this result showed that the results of Pandemia Cobid 19 were sluggish, and the official recognition of e-sports in the Hangzhou Asian Games as medal acquisition competitions has acted on attracting Esports to the ranks of China. I can say. But people's perspectives about this problem are still different. Such a difference between youth and the public on the Internet is considered to be an important issue for the future formation of the e-sports industry in China and the development of national political figures.
  10. Second, despite the remarkable decrease in games negative enlightenment, the ePORT perception of society remains unbalanced. In the framework of socialist rule in China, there is no comprehensive social policy or regulation system to solve game s-related social issues, so only economic and national aspects are emphasized. It seems to be there.
  11. In fact, such a binary method of games is not only China's characteristic. Just three years ago, there was just a controversy between scholars, industrial and government officials around the world over whether ESPORTS was a traditional sport. Therefore, simply changing the name of the game to ESPORTS and providing a position as a sport worthy of acquiring medals at an international tournament will not change the public awareness of the game. Also, it is not enough to focus only on the benefits of the national economy. As mentioned in the article, it is necessary to comprehensively combine long periods of long periods, society, culture, and educational policies in order to be recognized as an Olympic game after the game is adopted in the Asian Games. < SPAN> These conclusions show that the Chinese government is in a contradictory position in relation to EPORT. Recently, from 2021 to 2022, the Chinese government has shown concerns about the dependence on young people, introduces restrictions on online games, suspended new game licenses, and games such as Tencent and Net Eies. It had a negative effect on the company. Despite the negative positions for such games, EPORT attracted a lot of attention from the media after the EPORT was recognized as a medal competition in the Asian Games held in Hangzhou. First, this enlightenment activity emphasized its economic positive effects, fostering the pride of the people and contributing to the revitalization of the local economy.
  12. Third, the infrastructure of the society is necessary for the ePORT, without intensifying the recognition and social understanding of the impact of the game and improving social understanding and solving related social issues. It is thought that the performance of a strong consensus in developing is impaired.
  13. Second, despite the remarkable decrease in games negative enlightenment, the ePORT perception of society remains unbalanced. In the framework of socialist rule in China, there is no comprehensive social policy or regulation system to solve game s-related social issues, so only economic and national aspects are emphasized. It seems to be there.
  14. In fact, such a binary method of games is not only China's characteristic. Just three years ago, there was just a controversy between scholars, industry, and government officials around the world over whether esports was a traditional sport. Therefore, simply changing the name of the game to ESPORTS and providing a position as a sport worthy of acquiring medals at an international tournament will not change the public awareness of the game. Also, it is not enough to focus only on the benefits of the national economy. As described in the article, it is necessary to comprehensively combine the long period of time, economy, culture, and educational policies in order to be recognized as an Olympic competition after the game is adopted in the Asian Games.
  15. As a result, online news text data and graph data emphasize the positive expectations of the industry in relation to the sport that ESPORTS will win medals, but ordinary people who have observed Etschosture are observed. Regarding the r e-evaluation of EPORT, it was found to show complicated expectations, questions, or negative emotions.
  16. The host's study is based on online news data, and there is no possibility that the general public or the industry will have a deep eyes to people who are interested in the industry. Future research includes all kinds of data-information providers, including interviews with e-port players, lovers, reviewers, and survey reports to understand the absolute situation of essentials in China. , It may be carried out in a more balanced scenario. In the < SPAN> provided work, the focus on the specific topic of LDA modeling is applied to online news and images analysis, and through the official appearance of sports at the Hangzhou Asian Games, China's EPORTS and EPORTS. Study the changes in the topic of recognition. Apart from this, visitors were used on the direct broadcast platform left when watching the Hangzhou tournament tournament to compare the views of the general group in this study.
  17. The newness of the provided research lies at the right point. In the first place, as of 2023, there is a shortage of research on the analysis of vast amounts of data specializing in an integration as a medal sport at international competitions. This may be useful as a basic link that could be accepted as an official event in the Asian Games after the Olympics, especially in the Olympics, especially in 2026 in Aichi and Naked. It means something. Second, the introduction of LDA for online news analysis and integrating image analysis and word analysis suggest a new dimension of research methods. Third, the importance of this research lies in the central nature of China, which has a central impact on the game industry and EPORT industrial formation. By tracking the transition of social cognitive in China in China, this study needs not only continuous rise in the industry in China, but also for forming politicians and raising great social awareness of games and esports. Make it possible to get important information.
  18. As a result, online news text data and graph data emphasize the positive expectations of the industry in relation to the sport that ESPORTS will win medals, but ordinary people who have observed Etschosture are observed. Regarding the r e-evaluation of EPORT, it was found to show complicated expectations, questions, or negative emotions.
  19. The host's study is based on online news data, and there is no possibility that the general public or the industry will have a deep eyes to people who are interested in the industry. Future research includes all kinds of data-information providers, including interviews with e-port players, lovers, reviewers, and survey reports to understand the absolute situation of essentials in China. , It may be carried out in a more balanced scenario.
  20. This study is a cultural and physical and tourism of the Cultural Sports and Tourism Department of the Korean Content Promotion Center in 2023 (Project Name: Cultural Technology Specialist and Metaved Game Project, Project Number: Project Number: Project Number: Project number: Project number: Project number. : RS-2023-00227648), participation ratio: 100 % support. In addition, this study was subsidized by the 2020 Hycomion University Research Fund (GCU-202106480001).
  21. The authors declare that there is no conflict of interest.
  22. Chinese e-sports marke t-statistics and facts. Available Online: https: // www. Statista. Com/topics/7874/ESPORTS-in-in-chana/#Topicoveryw (Visited 30 September 2023).
  23. The number of e-sports users in China in 2016-2022. ONLINE: https: // www. Statista. Com/stataStics/1018969/China-esports-game-user-number/(Date of Circulation: 30 September 2023).
  24. Zhao, y .; li, q.; Z. Towards Cultural and Creative Industries: CHINESE E-Sports THE PRISM OF A Business Issue. [Google School] [CrossRef].
  25. History and occurrence conditions of China e-sports. KJS 2023, 12, 683-694. [Google School].
  26. Future of games and sports: The rise of the e-sports industry in China. SSRN 2019. [Google School] [CrossRef].
  27. Zhang, Y.; Cha, H. W. RESEARCH on Factors Influencing KJA 2020, 31, 33-62. [Google School]. ]
  28. Value-attitudes-Action "Research on sightseeing in the copperplate painting tournament based on the hierarchy: Chinese audience as an example. Korean Game Society, 2021, 21, 89-98. [Google Scholar] [CrossRef].
  29. XIUQI, Z. Motivatie En BesluitVorming in EspectatorShip in China. Ph. D. Thesis, Lawghborough University, London, 2023. r].
  30. SZABLEWICZ, M. AALM OF MERE REPRESENTATION? Edit "Living" e-sports type and Chinese digital games. Sage J. 2015, 11, 256-274. [Google School] [CrossRef].
  31. Formation of the electric sports industry in China: hot points of current, trends, and research. IJ Esports 2020, 1, 1-11. [Google School].
  32. Ambrella platform in the Tencent Esports industry in China. JCE 2021, 14, 9-25. [Google Scholar] [CrossRef].
  33. JDMCT 2022, 2, 87-97. [Google School] [CrossRef].
  34. Evolution of Esports in China, politicians, price adjustment. IJHMS 2021, 15, 1-13. [Google Scholar] [CrossRef].
  35. Search for Metaverse online news trends in Korea: Semantic network on data mining base. Sustainability 2023, 15, 16279. [Google School] [CrossRef].
  36. Verification of glate data on the impact of COVID-19 on the stability of the digital game industry in Korea. Plos1, 2022, 17, E0278467. [Google School] [CrossRef] [Pubmed].
  37. Test and content of China e-sports research. Test and content of China E-Sports research. [Google School] [CrossRef].
  38. Baidu Index. Available online: https: // index. Com/v2/main/index. Html#/trend/%E7%94%B5%E5%E5%E5%90%90%9E%80? Words =%E7%94%B5%E5%E5%90%E7%9E%9E%E6%80 (Visited 26 November 2023).
  39. Too many disadvantaged news, in fact, 60 % of Chinese netizens do not understand EPORT. This is a rudimentary game. Internet Available: https: // www. Ppssport. Com/360news/NEWS/1628451. HTML (Appeal Date: 26 November 2023).
  40. E-Sports Report Path and Mode: a Case Study on China Youth Online.
  41. The International Olympic Committee (IOC) and the IOC Commission on Eport were established. The web is https: // eSportsinsider. Com/2023/09/IOC-Esports-COMMISSION (Appeal Date: 30 September 2023).
  42. ESPORT S-WORLDWIDE. Internet Available: https: // www. Statista. Com/outlook/amo/Esports/Worldwide (Appeal Date: 30 September 2023).
  43. Global esports market revenue by segment from 2018 to 2027. Available online: https://www. statista. com/forecasts/1308525/worldwide-esports-revenue-by-segment (accessed 8 December 2023).
  44. Wang, X. Study on the current status and improvement of Chinese esports. ISES 2019, 1, 58-73. [Google Scholar].
  45. Textom. Available online: https://www. textom. co. kr/home/main/main. php (accessed 30 September 2023).
  46. GitHub-Openai/CLIP. Available online: https://github. com/openai/CLIP (date of appeal: 14 November 2023).
  47. Bilibili. Available online: https://www. bilibili. com/ (date of appeal: 14 November 2023).

avatar-logo

Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

This article uses a cocitation analysis focused on eSports scientific literature, which identifies the main clusters, intellectual turning points, and burst. Second, the authoritarian Chinese state poses incredible political challenges to big data research and practice. Third, the practice of Chinese. This paper explores the transformative changes in China's esports landscape with focus on the aftermath of its official recognition at the Asian Games in.

Play for real with EXCLUSIVE BONUSES
Play
enaccepted