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Esport-Nova Grana Industrije Zabave Esport-nova grana industrije zabave Anušić, Vedran Master's thesis / Diplomski rad 2020 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Zagreb, Faculty of Economics and Business / Sveučilište u Zagrebu, Ekonomski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:148:269685 Rights / Prava: Attribution-NonCommercial-ShareAlike 4.0 International Download date / Datum preuzimanja: 2021-09-29 Repository / Repozitorij: REPEFZG - Digital Repository - Faculty of Economcs & Business Zagreb SVEUČILIŠTE U ZAGREBU EKONOMSKI FAKULTET MENADŽERSKA INFORMATIKA ESPORT - NOVA GRANA INDUSTRIJE ZABAVE ESPORTS – NEW PART OF ENTERTAINMENT INDUSTRY Vedran Anušić, 0067456172 Mentor: Prof.dr.sc. Mario Spremić Zagreb, rujan,2020. ______Vedran Anušić________ Ime i prezime studenta/ice IZJAVA O AKADEMSKOJ ČESTITOSTI Izjavljujem i svojim potpisom potvrđujem da je _______________diplomski rad_____________________ (vrsta rada) isključivo rezultat mog vlastitog rada koji se temelji na mojim istraživanjima i oslanja se na objavljenu literaturu, a što pokazuju korištene bilješke i bibliografija. Izjavljujem da nijedan dio rada nije napisan na nedozvoljen način, odnosno da je prepisan iz necitiranog rada, te da nijedan dio rada ne krši bilo čija autorska prava. Izjavljujem, također, da nijedan dio rada nije iskorišten za bilo koji drugi rad u bilo kojoj drugoj visokoškolskoj, znanstvenoj ili obrazovnoj ustanovi. Student/ica: U Zagrebu,_29.09.2020_____ Sažetak i ključne riječi Razvoj industrije video igara je dosegao razinu američke filmske industrije te je postao temelj za razvoj esport industrije. Kako su ljubitelji video igara s vremenom imali potrebnu za kompetitivnim pristupom video igrama nastaje prvo amaterska, a onda i profesionalna esport natjecateljska scena koja 2019.godine prelazi prvu milijardu dolara prihoda. S modernom tehnološkom infrastrukturom i stabilnijim i bržim internetskim kapacitetima stvara se novi virtualni ekosustav esport scene. Rad obrađuje temu razvoja industrije video igara i esporta. Istraživanje se temeljni na povijesnom pregledu i analizi najrelevantnijih organizacija i esport timova koji sudjeluju na kompetitvnoj sceni. Obrađene su i teme zakonskih okvira te karijerniih prilika koje se otvaraju s ovom novom granom industrije zabave. U svrhu rada intervjuirani su pioniri hrvatske esport scene s kojima je analizirana industrija kroz pitanja problema, izazova, motivacije i budućih potencijala industrije. Cilj rada je bio analiza i povijesni pregled, ali i stvaranje prvog opsežnog istraživanja po pitanju esport industrije na akademskoj razini. Ključne riječi: esport, industrija zabave, video igre, natjecanje, prihod. English Development of video game industry recently reached results of USA movie industry and became foundation for esport industry. Video game fans developed need for competitive approach to games and they have createt amatuer scene, after which proffesional esport scene that generates revenue of billion USD in 2019. As new technology and infrastructure develops together with stable and fast internet connection, new virtual esport scene is being formed aswell. This paper covers the topic of video game and esport development. Research was focused on history overview and closer look at most relevant competitive esport organisations. Next to history and 1 current scene, topics covered are legal status of esport industry and new career options within this new entertainment industry. Part of research was done in interview form, talkin to croatian esport pioneers who shared their experiences on the market regarding challenges, problems, motivation and future potentials of esport industry. Purpose of the paper was to create history overview and analysis of current situation but also creating a first relevant research of esport industry on university level. Keywords: esports, entertainment industry, video games, competition, revenue. 2 Contents 1. Uvod ............................................................................................................................................... 5 1.1. Predmet i cilj rada .................................................................................................................. 5 1.2. Izvori podataka ...................................................................................................................... 5 1.3. Struktura i sadržaj rada ......................................................................................................... 6 2. Industrija video igara ..................................................................................................................... 6 2.1. Povijesni razvoj industrije video igara .................................................................................. 6 2.1.1. Pioniri industrije video igara .......................................................................................... 7 2.1.2. Razvoj 8-16 bitnih konzola ........................................................................................... 8 2.1.3. 3D revolucija................................................................................................................... 9 2.1.4. Razvoj online video igara ............................................................................................ 10 2.1.5. Moderne konzole ......................................................................................................... 11 2.1.6. Video igre za mobilne uređaje .................................................................................... 12 2.2. Poslovni uspjeh najvećih razvojnih kopmanija .................................................................. 13 2.2.1. Poslovni rezultati globalne industrije video igara ...................................................... 14 2.2.2. Blizzard ......................................................................................................................... 17 2.2.3. 2.2.3. Electronic Arts ................................................................................................... 20 2.2.4. Nintendo ....................................................................................................................... 22 2.3. Očekivani budući trendovi u industriji računalnih igrica ................................................... 24 3. Koncept Esporta .......................................................................................................................... 25 3.1. Definiranje Esporta .............................................................................................................. 25 3.2. Povijesni pregled ................................................................................................................. 27 3.3. Organizacijska institucionalna infrastruktura ..................................................................... 33 3.3.1. MLG-Major League Gaming ....................................................................................... 34 3.3.2. ESC-Electronic Sprot League ..................................................................................... 36 4. Esport infrastruktura ................................................................................................................... 39 4.1. Natjecateljska scena i najpopularnije esport video igre ................................................... 39 4.1.1. League of Legends ...................................................................................................... 44 4.1.2. DotA 2 ........................................................................................................................... 47 4.1.3. CS:GO .......................................................................................................................... 50 3 4.2. Najpopularnije esports momčadi ........................................................................................ 51 4.2.1 G2 Esports ......................................................................................................................... 52 4.2.2. Fanatic ............................................................................................................................... 55 4.2.3. TSM ................................................................................................................................... 57 4.3. Medijska praćenost i sponzorska suradnja ....................................................................... 60 4.3.1. ESPN ............................................................................................................................ 63 4.4. Legislativa ............................................................................................................................ 63 4.5. Novi karijerni pravci ............................................................................................................. 65 4.5.1. Streamanje video igara ............................................................................................... 66 5. Studije slučaja esport organizacije ............................................................................................ 68 5.1. Locastic ................................................................................................................................ 69 5.2. Good Gaming....................................................................................................................... 73 5.3. Crazy ...................................................................................................................................
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