Análisis Y Valoración De Los Esports Mediante La Metodología Multicriterio Ahp

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Análisis Y Valoración De Los Esports Mediante La Metodología Multicriterio Ahp ANÁLISIS Y VALORACIÓN DE LOS ESPORTS MEDIANTE LA METODOLOGÍA MULTICRITERIO AHP UNIVERSIDAD POLITÉCNICA DE VALENCIA FACULTAD DE ADMINISTRACIÓN Y DIRECCIÓN DE EMPRESAS GRADO EN ADMINISTRACIÓN DE EMPRESAS (ADE) Autor: Christian Galán Cazaurang Tutora: María Eugenia Babiloni Griñón 2 ÍNDICE Capítulo 1: Introducción ............................................................................................. 7 1.1. Resumen y justificación .......................................................................................... 7 1.2. Objetivos ................................................................................................................ 7 1.3. Orden documental .................................................................................................. 8 Capítulo 2: Los eSports: Concepto, origen y evolución .............................................. 10 2.1 Origen de los eSports ............................................................................................ 10 2.2 Ligas Profesionales de Videojuegos ....................................................................... 16 2.2.1 Superliga Orange .................................................................................................................. 17 2.2.2 European Masters ................................................................................................................ 19 2.2.3 World championship ............................................................................................................ 21 2.3 Equipos competitivos ........................................................................................... 23 2.3.1 Equipos Oficiales .................................................................................................................. 23 2.3.2 Gaming house ...................................................................................................................... 24 2.3.3 Sponsors Y Merchandising ................................................................................................... 27 2.4 Videojuegos que han aumentado el crecimiento de los eSports ............................ 29 2.4.1 LOL ....................................................................................................................................... 29 2.4.2 Fortnite ................................................................................................................................ 30 2.5 Leyendas del deporte ........................................................................................... 35 2.5.1 Lee 'Faker' Sang-hyeok ......................................................................................................... 36 2.5.2 Tyler ‘Ninja’ Blevins .............................................................................................................. 36 2.6 Servicios de Streaming .......................................................................................... 37 2.6.1 Twitch .................................................................................................................................. 37 2.6.2 YouTube ............................................................................................................................... 38 Capítulo 3: Método AHP .......................................................................................... 40 Metodología del AHP ....................................................................................................................... 42 Capítulo 4: Valoración de los eSports mediante AHP ................................................ 46 4.1 Explicación de Clústeres ............................................................................................. 48 4.1.1 Clúster 1 – Entorno Social y tecnológico .................................................................................. 48 4.1.2 Clúster 2 - Organización ........................................................................................................... 48 4.1.3 Clúster 3 - Juego ....................................................................................................................... 49 4.1.4 Clúster 4 - Comunicación ......................................................................................................... 50 4.2 Recopilación de datos ................................................................................................ 51 4.2.1 Entorno Social y Tecnológico ................................................................................................... 51 4.2.2 Organización ............................................................................................................................ 53 4.2.3 Juego ........................................................................................................................................ 56 4.2.4 Comunicación ........................................................................................................................... 57 4.3 Modelización del problema como una jerarquía ......................................................... 59 4.4 Priorización de las alternativas mediante AHP ............................................................ 60 Capítulo 5: Resultados ............................................................................................. 64 3 5.1 Valoración de videojuegos con AHP ...................................................................... 64 5.2 Conclusiones de los resultados ............................................................................. 70 Capítulo 6: Conclusiones .......................................................................................... 71 Bibliografía ............................................................................................................. 72 ANEXOS ................................................................................................................... 76 Anexo 1. Cuestionarios completados por el experto para las variables. Modelo AHP. ...... 76 Anexo 2. Cuestionarios completados por el experto para los clústeres. Modelo AHP. ...... 76 Anexo 1. Cuestionarios completados por el experto. Modelo AHP. .................................. 77 Clúster 1: Entorno Social y Tecnológico ............................................................................................ 77 Clúster 2: Organización ..................................................................................................................... 78 Clúster 3: Juego ................................................................................................................................. 79 Clúster 4: Comunicación ................................................................................................................... 80 Anexo 2. Cuestionarios completados por el experto para los clústeres. Modelo AHP. ...... 82 Clúster 1: Entorno Social y Tecnológico ............................................................................................ 82 Clúster 2: Organización ..................................................................................................................... 82 Clúster 3: Juego ................................................................................................................................. 83 Clúster 4: Comunicación ................................................................................................................... 83 + 4 INIDICE DE TABLAS Tabla 1: Resumen anual de los eSports ....................................................................................... 14 Tabla 2: El descenso en el número de torneos ........................................................................... 15 Tabla 3: Los jugadores de eSports con más ganancias de la historia .......................................... 16 Tabla 4: Escala fundamental de comparaciones pareadas de Saaty (1980) ............................... 41 Tabla 5: Índice de consistencia aleatorio (RI) según el tamaño de la matriz (n) ......................... 43 Tabla 6: Matriz Z de decisión o valoración .................................................................................. 44 Tabla 7: Variables explicativas de los eSports agrupadas en clústeres ....................................... 47 Tabla 8: Numero de torneos organizados por videojuego .......................................................... 53 Tabla 9: Número novedades por videojuego 2018 ..................................................................... 54 Tabla 10: Actualizaciones Y mejoras por videojuego 2018 ......................................................... 54 Tabla 11: Número de seguidores en Reddit ................................................................................ 54 Tabla 12: Compatibilidad con otras plataformas por videojuego ............................................... 55 Tabla 13: Ubicación servidores alrededor del mundo por videojuego ....................................... 55 Tabla 14: Nº de jugadores simultáneos por videojuego ............................................................. 57 Tabla 15: Duración media por partida del videojuego ................................................................ 57 Tabla 16: Número medio de tweets por día por videojuego ...................................................... 58 Tabla 17: Número medio de likes por últimos 30 posts por videojuego ..................................... 58 Tabla 18: Número medio de canales que retransmiten en Twitch por videojuego ...................
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