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User:Hancun123/The rise of Esport in China/Bibliography

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You will be compiling your bibliography and creating an outline of the changes you will make in this sandbox.


Bibliography

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Edit this section to compile the bibliography for your Wikipedia assignment. Add the name and/or notes about what each source covers, then use the "Cite" button to generate the citation for that source.

Yang, Z. (2023, October 10). E-sports are more popular than traditional sports in Asia. MIT Technology Review. https://www.technologyreview.com/2023/10/04/1080767/esports-china-asian-games-tencent/[1]

This is article is included in MIT Technology review, so it should be a reliable source. It includes data about economy effect about esport in China.

Chen, A. (2021, December 19). #7 most influential player – xiaomeng “VKLiooon” Li, the Trailblazer. Esports.gg. https://esports.gg/guides/hearthstone/liooon-most-influential/[2]

This is an article which published on esports.gg, which is an official website for all news and stuffs about esport, so it is a reliable source.

PUBG Mobile Global Championship 2021 Finals / Statistics. (n.d.-b). https://escharts.com/tournaments/pubg-mobile/pubg-mobile-global-championship-2021 [3]

This is a website which holds about statistic data about esports, which can be used as some examples with those data.

Gong, Y. (n.d.). Esports potential to grow as Asian games approach. Esports potential to grow as Asian Games approach - China.org.cn. http://www.china.org.cn/business/2023-08/01/content_97262636.htm[4]

This is an article from the official website of China.org, which is a reliable source. It talks about the growth of Asian esport.

Lu, Z. (2016, November 10). E-sports in China: History, issues and challenges. Asia Dialogue. https://theasiadialogue.com/2016/11/10/e-sports-in-china-history-issues-and-challenges/#:~:text=In%202003%2C%20the%20Sports%20Ministry,gaming%20has%20gained%20general%20acceptance.[5]

This is an article from official website of Asia dialog, which can be counted as reliable source. It provides the issues and challenges that Asian esport faces.

References

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  1. Yang, Z. (2023, October 10). E-sports are more popular than traditional sports in Asia. MIT Technology Review. https://www.technologyreview.com/2023/10/04/1080767/esports-china-asian-games-tencent/[1]
  2. Chen, A. (2021, December 19). #7 most influential player – xiaomeng “VKLiooon” Li, the Trailblazer. Esports.gg. https://esports.gg/guides/hearthstone/liooon-most-influential/[2]
  3. PUBG Mobile Global Championship 2021 Finals / Statistics. (n.d.-b). https://escharts.com/tournaments/pubg-mobile/pubg-mobile-global-championship-2021[3]
  4. Gong, Y. (n.d.). Esports potential to grow as Asian games approach. Esports potential to grow as Asian Games approach - China.org.cn. http://www.china.org.cn/business/2023-08/01/content_97262636.htm[4]
  5. Lu, Z. (2016, November 10). E-sports in China: History, issues and challenges. Asia Dialogue. https://theasiadialogue.com/2016/11/10/e-sports-in-china-history-issues-and-challenges/#:~:text=In%202003%2C%20the%20Sports%20Ministry,gaming%20has%20gained%20general%20acceptance.[5]

Outline of proposed changes

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Click on the edit button to draft your outline.

Keep going

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This is a good start. You will also need to find some sources in English - - as you'll be publishing on the English language Wikipedia. Keep sourcing because we need to start drafting now. ProfHanley (talk)

  1. ^ a b "E-sports are more popular than traditional sports in Asia". MIT Technology Review. Retrieved 2023-10-12.
  2. ^ a b "#7 Most Influential Player – Xiaomeng "VKLiooon" Li, the Trailblazer". Esports.gg. 2023-10-10. Retrieved 2023-10-17.
  3. ^ a b "PUBG Mobile Global Championship 2021 Finals".
  4. ^ a b "Esports potential to grow as Asian Games approach - China.org.cn". www.china.org.cn. Retrieved 2023-10-17.
  5. ^ a b Lu, Zhouxiang (2016-12-11). "From E-Heroin to E-Sports: The Development of Competitive Gaming in China". The International Journal of the History of Sport. 33 (18): 2186–2206. doi:10.1080/09523367.2017.1358167. ISSN 0952-3367.