Elektronické Sporty Electronic Sports Bakalářská Práce

Total Page:16

File Type:pdf, Size:1020Kb

Elektronické Sporty Electronic Sports Bakalářská Práce MASARYKOVA UNIVERZITA Fakulta sportovních studií Katedra kineziologie Elektronické sporty Electronic sports Bakalářská práce Vedoucí bakalářské Vypracoval: Mgr. Martin Sebera, Ph.D. Marek Štěpánek Management sportu Brno, 2017 Prohlašuji, že jsem bakalářskou/diplomovou práci vypracoval samostatně a na základě literatury a pramenů uvedených v použitých zdrojích. V Brně dne 15. prosince 2017 podpis Poděkování Tímto bych rád poděkoval Mgr. Martinovi Seberovi Ph.D. za vedení, profesionální vhled a pomoc při psaní této bakalářské práce. Další dík patří mým přátelům z esportovní komunity za konzultace a poskytnuté informace nezbytné ke studiu elektronických sportů. Bibliografická Identifikace (CZ) Jméno a příjmení autora: Marek Štěpánek Název diplomové práce: Elektronické sporty Pracoviště: Katedra kineziologie Vedoucí diplomové práce: Mgr. Martin Sebera, Ph.D. Rok obhajoby bakalářské práce: 2017 Počet stran: 68 Abstrakt: Bakalářská práce se zabývá problematikou elektronických sportů. Zaměřuje se na definování pojmu, popsání obsahu pojmu, analýzou zdrojů, porovnáním a zařazením elektronických sportů ve vztahu ke sportům klasickým, zmapováním současné formy eSportů ve světovém měřítku a jeho budoucími příležitostmi. Zároveň je v práci zmiňován dosud nevyjasněný a mírně kontroverzní vztah mezi eSporty a klasickými sporty. Klíčová slova: competitive gaming; electronic sports; esports associations; Origins of eSports; esports leagues; history of gaming; professional gaming; video-games; Virtual gaming, Marketing of eSports; cyber athletes. Bibliographical identification (ENG) Author’s first name and surname: Marek Štěpánek Title of the bachelor thesis: Electronic Sports Department: The Department of Kinesiology Supervisor: Mgr. Martin Sebera, Ph.D. The year of presentation: 2017 Number of page’s: 68 Abstract: Paper discusses the problemacy of electronic sports phenomenon. Work focuses on the term definition, description of its contents, comparison and classification of electronic sports in relation to classical sports, map its current world-scale form, eSports future opportunities, and discusses its controversial question, if eSports may be considered a real sport. Keywords: competitive gaming; electronic sports; esports associations; origins of esports; esports leagues; history of gaming; professional gaming; video-games; virtual gaming, marketing of eSports; cyber athletes. Contents Contents ............................................................................................................................ 6 1 Introduction ............................................................................................................... 8 2 Research problems, goals of the work, research questions ..................................... 10 2.1 Research Problems ........................................................................................... 10 2.2 Research goals .................................................................................................. 10 2.3 Reserach questions ........................................................................................... 10 3 Methods ................................................................................................................... 12 4 Definition of Esport ................................................................................................. 14 4.1 What is esport? ................................................................................................. 17 4.2 What does esport contain? ............................................................................... 19 4.2.1 Game developers and Games in esports ................................................... 20 4.2.2 Game developer companies ...................................................................... 21 4.2.3 Games ....................................................................................................... 22 4.2.3.1 Competitive genres ................................................................................ 23 4.2.3.2 Other popular genres ............................................................................. 25 4.2.3.3 Which games are eSports ...................................................................... 26 4.2.4 Conclusion : Game developers and Games .............................................. 29 5 Teams, community, and Associations ..................................................................... 30 5.1 Esport Community ........................................................................................... 30 5.2 Esport teams ..................................................................................................... 32 5.3 Esport Association ........................................................................................... 33 5.4 Conclusion: Teams, community, and Associations ......................................... 35 6 Marketing and platforms ......................................................................................... 36 6.1 Marketing ......................................................................................................... 36 6.2 Platforms .......................................................................................................... 37 6.3 Conclusion: Marketing and platforms .............................................................. 42 7 Comparing „classic“ definition of Sport and eSport ............................................... 43 7.1 Are esports sport? ............................................................................................. 43 7.2 Who claims esport is a sport ............................................................................ 46 7.3 Electronic sport and Classic sports differences and similarities ...................... 47 7.4 Conclusion: Can we consider esport to be a sport? .......................................... 50 8 Esports in the world ................................................................................................. 51 8.1 Invention of video-games and game consoles ................................................. 51 8.2 Origins of esports ............................................................................................. 54 8.3 Esports main events and Leagues .................................................................... 56 8.4 University leagues ............................................................................................ 58 8.5 Conclusion: Esports in the World .................................................................... 59 9 Summary .................................................................................................................. 60 10 Zdroje ...................................................................................................................... 62 10.1 Video ................................................................................................................ 65 10.2 Web .................................................................................................................. 66 1 Introduction This work is focused on the gaming phenomenon, that emerged after 2000. Firstly in last century, it appeared to be just a fun way to spend time among the so-called „nerds“, who liked comics, technology, and sci-fi. But after 2000 with the development of broadband services it became a daily bread to many people around the globe. I am talking about the competitive gaming, sometimes called a virtual gaming or often called the professional playing of video games. However mostly the electronic sports, shortly e-sports or esports/esport. My motivation to write about this topic was rooted inside me for years, ever since I played my first video-game only I did not know that yet. That was the time when I entered the elementary school and it led me through my life. Giving me an opportunity to socialize with people around the globe and my country on the internet and also to play with my friends, after we came home from school. And earlier that time giving me an opportunity to learn English and study the history of mankind, martial arts and and read fantasy novels through video-games I have played. Later on, video-games was a major aspect that led me to do sports, because I saw many idols inside the fantasy and action games, so I wanted to become an athlete-lookalike. I started to workout, do jogging, swimming, and martial arts. I knew how to use my muscles, but those heroes always had a wisdom and high intelligence, so through the video-games and matrial arts I got curious about philosophy. That motivated me, to find an integrity in the world and be useful for the society. Nowadays it is difficult to find an employment. So looking for something original and fulfilling is very difficult in the today’s dense economic. However, there is a lot of people into the sport in the Czech Republic, and even more young people are into e- sports. A highly controversial topic among the sporting community, but also a great opportunity for future of the sports management, marketing, players, and infrastructure. To perceive this potential is a responsibility, because it gives young people as I am, the millennials a chance to contribute to the economy and society in a very new way. And in my opinion it is important to not overlook the benefits and occasions which esport is opening to younger generations. Over the years gaming evolved from „only playing video games“ sometimes called a mindless consumption by evil tongues, into a highly appreciated
Recommended publications
  • Esports • POKEMON • a Phenomenon • an Esport
    eSports • POKEMON • A phenomenon • An eSport www.worldsquash.org So, what are eSports? www.worldsquash.org • It is the umbrella term for organised, competitive computer gaming, usually between professionals www.worldsquash.org www.worldsquash.org Currently some of the most popular eSport games are: Counter-Strike Global Offensive Call of Duty League of Legends Dota2 Smite Rocket League World of Tanks Heroes of the Storm Heroes of Warcraft Super Smash Bros StarCraft II Melee Hearthstone www.worldsquash.org But is it a sport? • Labelling video games as sports is somewhat controversial. • While some point to the growth in popularity of eSports as justification for designating some games as sports, others contend that video games will never reach the status of "true sports". • eSports are not a sport – they are a competition, according to ESPN President John Skipper www.worldsquash.org www.worldsquash.org www.worldsquash.org But are eSports mainstream? • eSports has grown hugely in recent years. • The number of consumers worldwide that are aware of eSports will surpass one billion this year, up 36% year- on-year, according to NewZoo. • The analyst also predicts that eSports will generate revenues of almost $500m this year, up 7% from the initial projection from the start of 2016. www.worldsquash.org Viewership • In terms of popular competitions, the most-watched eSports tournament final was that of the 2015 League of Legends World Championship, which was viewed by 36 million people. • Over the course of all 73 games, the tournament saw an average concurrent viewership of over 4.2 million, with the average fan watching for over an hour per viewing session.
    [Show full text]
  • Sports & Esports the Competitive Dream Team
    SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators.
    [Show full text]
  • 1. Deportes Electrónicos: El Fenómeno De La Era Digital 2.1 Deporte Electrónico No Es Solamente Jugar a Videojuegos
    Facultat de Ciències de la Comunicació Treball de fi de grau Títol Autor/a Tutor/a Departament Grau Tipus de TFG Data Universitat Autònoma de Barcelona Facultat de Ciències de la Comunicació Full resum del TFG Títol del Treball Fi de Grau: Català: Castellà: Anglès: Autor/a: Tutor/a: Curs: Grau: Paraules clau (mínim 3) Català: Castellà: Anglès: Resum del Treball Fi de Grau (extensió màxima 100 paraules) Català: Castellà: Anglès: Universitat Autònoma de Barcelona Índice 1. Introducción ..................................................................................................................................................................... 1 2. Deportes electrónicos: el fenómeno de la era digital ................................................................................... 5 2.1 Deporte electrónico no es solamente jugar a videojuegos .................................................................. 5 2.2 ¿Por qué se les llama “deportes”? ............................................................................................................... 7 2.2.1 Evolución mundial del reconocimiento ............................................................................................... 16 2.3 Fenómeno de masas mundial: algunos datos internacionales ......................................................... 19 2.3.1 Videojuegos más populares .................................................................................................................. 20 2.3.2 Eventos multitudinarios ........................................................................................................................
    [Show full text]
  • Sonja Kareranta Thesis.Pdf (1.892Mb)
    Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes Sonja Kareranta MA Thesis English, Language Specialist School of Languages and Translation Studies Faculty of Humanities University of Turku May 2021 Turun yliopiston laatujärjestelmän mukaisesti tämän julkaisun alkuperäisyys on tarkastettu TurnitIn OriginaIityCheck -järjestelmällä. The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities KARERANTA, SONJA: Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes MA Thesis, 93 p., 59 app. English, Language Specialist May 2021 ---------------------------------------------------------------------------------------------------------- The thesis studied the Twitter usage of 50 professional esports athletes by means of a content analysis of the 19-21 tweets on the athletes' Twitter frontpages, 1014 tweets in total. The athletes’ tweets were categorised into a primary category as well as a secondary and tertiary category, when applicable. The research questions were: 1. How do the most followed esports athletes employ Twitter in terms of the main properties in their tweets? 2. In addition to the main property, what additional features do the athletes’ tweets contain? 3. What are the differences and similarities in the emphases of the athletes’ tweets’ main properties and additional features, when examined by game of the athlete? The results showed that the category that the tweets were annotated most frequently into in the primary categorisation was INFORMATION SHARING, indicating that the athletes’ tweets’ main property was most often to share information on topics related to esports.
    [Show full text]
  • Esports Yearbook 2017/18
    Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey.
    [Show full text]
  • Esports an Emerging Industry
    eSports An Emerging Industry Rohan Bose Mercer Capital www.mercercapital.com BUSINESS VALUATION & FINANCIAL ADVISORY SERVICES eSports is a rapidly expanding industry that has drawn viewers and investments alike. The introduction of streaming platforms as well as the improvement in mobile technology has allowed the industry to grow from its arcade hall beginnings in the 1970s to compet- itors streaming games to millions of viewers globally. In addition to being highly visible (192 million frequent viewers in 2017), the eSports industry is also lucrative ($906 million projected industry revenue in 2018). The History of eSports Sprouting from humble beginnings, researchers trace the roots of the eSports industry to informal competitions held at video game arcades in the 1970s. One of the first breakthroughs came in 1980 when Atari’s National Space Invaders Championship drew 10,000 participants across the U.S. As a spectator sport, eSports first took off in South Korea, when cable networks broadcast StarCraft tourna- ments in the early 2000s. By 2004, StarCraft stadium events in South Korea drew 100,000 fans. In the U.S., the coming of age moment arrived in 2013 when 13,000 people flooded the Staples Center to watch the world championship final of League of Legends. A Growing Audience The eSports industry has experienced rapid growth in recent years. According to data from Newzoo, an eSports researcher, the global eSports audience totaled 204 million in 2014. Approximately 56% (114 million) were considered frequent viewers/enthusiasts while the remaining 44% (90 million) were categorized as occasional viewers. By 2017, the global audience grew to 335 million, a compound annual growth rate of approximately 36% and the viewership ratio was approximately the same (57% categorized as frequent viewers/enthusiasts and 43% as occasional viewers).
    [Show full text]
  • Overwatch League™ Inaugural Season Begins Today
    January 10, 2018 Overwatch League™ Inaugural Season Begins Today First major global professional city-based league opens new era in eSports Overwatch League to be broadcast on Twitch, in addition to OverwatchLeague.com, MLG.com, the MLG app, and the new Overwatch League companion app IRVINE, Calif.--(BUSINESS WIRE)-- The inaugural season of the Overwatch League™ kicks off today, beginning an epic showdown between teams from some of the world's top sports and esports leaders—and the best Overwatch players on the planet. As the first major global professional esports league with competition organized by cities, the launch of the Overwatch League is one of the most hotly anticipated moments in esports. For the first season, 12 franchises are representing major cities in Asia, Europe, and North America. The full list of teams and owners is: Boston Uprising (Kraft Group) Dallas Fuel (Team Envy) Florida Mayhem (Misfits) Houston Outlaws (OpTic Gaming) London Spitfire (Cloud9) Los Angeles Gladiators (Stan and Josh Kroenke) Los Angeles Valiant (Immortals) New York Excelsior (Jeff Wilpon and SterlingVC) Philadelphia Fusion (Comcast Spectacor) San Francisco Shock (NRG eSports) Seoul Dynasty (Kevin Chou) Shanghai Dragons (NetEase) The teams met in combat for the first time during the preseason, December 6-9. The first regular-season games will be played later today, with the Pacific Division teams facing off: San Francisco Shock vs. Los Angeles Valiant, Shanghai Dragons vs. Los Angeles Gladiators, and Dallas Fuel vs. Seoul Dynasty. The Atlantic Division teams take the stage at the Blizzard Arena Los Angeles on Thursday. "Connecting and engaging the world through epic entertainment is our mission," said Bobby Kotick, CEO of Activision Blizzard.
    [Show full text]
  • Esport Research.Pdf
    Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit.
    [Show full text]
  • Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote
    Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote OVERALL RESULTS Rank Team Raw Average Final Average* 1 Astralis 1.07 1.00 2 Team Liquid 1.93 2.00 3 Natus Vincere 4.07 3.50 4 MIBR 3.67 3.67 5 FaZe Clan 3.93 3.79 6 NRG Esports 5.53 5.31 7 BIG 7.73 7.50 8 ENCE eSports 7.93 7.64 9 Renegades 10.20 9.62 10 Team Vitality 9.33 10.00 11 Ninjas in Pyjamas 9.93 10.67 12 HellRaisers 11.13 11.62 13 Cloud9 11.33 11.71 14 G2 Esports 12.07 12.36 15 AVANGAR 13.13 13.15 16 compLexity Gaming 15.00 15.00 *Votes that fell too far away from the expected spread (i.e., a team consistently voted no. 1 getting a vote as no. 16) were discarded, this is how the “Final Average” was calculated. Intel® Extreme Masters Katowice 2019 CS:GO Major Championship - Legends Stage Team Seeding Vote INDIVIDUAL VOTES - PAGE 1 Astralis Team Liquid Natus Vincere MIBR Rank Team Rank Team Rank Team Rank Team 1 Team Liquid 1 Astralis 1 Astralis 1 Astralis 2 MIBR 2 MIBR 2 Team Liquid 2 Team Liquid 3 FaZe Clan 3 FaZe Clan 3 MIBR 3 Natus Vincere 4 Natus Vincere 4 Natus Vincere 4 FaZe Clan 4 FaZe Clan 5 NRG Esports 5 NRG Esports 5 NRG Esports 5 NRG Esports 6 ENCE eSports 6 Cloud9 6 Team Vitality 6 BIG 7 Ninjas in Pyjamas 7 Ninjas in Pyjamas 7 BIG 7 ENCE eSports 8 BIG 8 BIG 8 HellRaisers 8 Ninjas in Pyjamas 9 Renegades 9 ENCE eSports 9 Renegades 9 Renegades 10 Team Vitality 10 Team Vitality 10 ENCE eSports 10 Team Vitality 11 Cloud9 11 Renegades 11 Ninjas in Pyjamas 11 HellRaisers 12 G2 Esports 12 AVANGAR 12 AVANGAR 12 G2 Esports 13 HellRaisers
    [Show full text]
  • Corporate Presentation May 2021 the Further You Get Into Technology, the Further You Go Into Gaming
    Corporate presentation May 2021 The further you get into technology, the further you go into gaming. That's the general rule. Nick Johnson 2 Disclaimer-forward looking statements Certain information set forth in this presentation contains “forward-looking information”, including “future-oriented financial information” and “financial outlook”, under applicable securities laws (collectively referred to herein as forward-looking statements). Except for statements of historical fact, the information contained herein constitutes forward-looking statements and includes, but is not limited to, the (i) projected financial performance of the Company; (ii) completion of, and the use of proceeds from, the sale of the shares being offered hereunder; (iii) the expected development of the Company’s business, projects, and joint ventures; (iv) execution of the Company’s vision and growth strategy, including with respect to future M&A activity and global growth; (v) sources and availability of third-party financing for the Company’s projects; (vi) completion of the Company’s projects that are currently underway, in development or otherwise under consideration; (vi) renewal of the Company’s current customer, supplier and other material agreements; and (vii) future liquidity, working capital, and capital requirements. Forward-looking statements are provided to allow potential investors the opportunity to understand management’s beliefs and opinions in respect of the future so that they may use such beliefs and opinions as one factor in evaluating an investment. These statements are not guarantees of future performance and undue reliance should not be placed on them. Such forward-looking statements necessarily involve known and unknown risks and uncertainties, which may cause actual performance and financial results in future periods to differ materially from any projections of future performance or result expressed or implied by such forward-looking statements.
    [Show full text]
  • 2021 Esports Brand Report
    2021 Esports Brand Report February 2021 Introduction Over the last decade, global esports have seen a meteoric rise in popularity, growing from small-time tournaments at local game stores to sold-out stadiums where teams compete for multi-million dollar prizes. Since 2018, the global esports audience has grown by more than 25%, reaching over 490 million viewers in 2020. Streaming platforms like Twitch have seen monthly viewership explode, more than doubling over the last two years. 2019 also saw one of the largest individual prizes ever granted for an esports tournament: $3 million by 16 year-old Kyle Giersdorf at the Fortnite World Cup. It’s clear that esports has taken the world by storm, shifting from a niche competition to a global phenomenon. As the landscape continues to change, esports organizations have adapted their approach to the market to meet the demands of the increasingly diverse fan base. In this report, Catchy analyzes the three different types of organizations that have evolved, and talks These two characteristics, competitiveness and through the implications this fragmentation community, are the main drivers of how organizations has on brands interested in entering the space. are positioning themselves within the ecosystem. What do they mean from a brand perspective? Background Competitiveness: How important is winning to the organization? Is it the From the outset, esports organizations were primary mission, or is it secondary to the rest of the built like traditional sports teams, focused organization's activity? Are individuals seen only for the on competition, tournament play, and the role they play as part of the team, or are their person- pedigree of their players.
    [Show full text]
  • Palonen Katajisto.Pdf (2.642Mt)
    OPINNÄYTETYÖ Yle elektronisen urheilun vaikuttajana – tutkimus kentän nykytilasta ja kuluttajatottumuksista Richard Katajisto ja Lauri Palonen Kulttuurituotannon koulutusohjelma (240 op) 11 / 2015 www.humak.fi HUMANISTINEN AMMATTIKORKEAKOULU Kulttuurituotannon koulutusohjelma TIIVISTELMÄ Työn tekijä Richard Katajisto ja Lauri Palonen Sivumäärä 64 ja 4 liitesivua Työn nimi Yle elektronisen urheilun vaikuttajana – tutkimus kentän nykytilasta ja kuluttajatottumuksista Ohjaava(t) opettaja(t) Minna Hautio Työn tilaaja ja/tai työelämäohjaaja Yleisradio Oy, Juha Lahti Tiivistelmä Elektroninen urheilu on maailmalla yleistynyt ilmiö, jossa kilpaillaan parhaimmuudesta eri tietokone- ja konsolipeleissä. Alaan kuuluu laaja kirjo eri kilpapelejä, tapahtumia, turnauksia ja totta kai ammattipe- laajia ja joukkueita. Suomessa ilmiö on kuitenkin vielä melko marginaalinen, vaikka se onkin lisännyt tunnettuuttaan huomattavasti viimeisen viiden vuoden aikana. Tunnettuuden kasvuun on vaikuttanut muun muassa Ylen elektronisen urheilun lähetyskokeilut vuonna 2014, joista kertyi runsaasti positiivis- ta palautetta. Lähetyksiä on siitä lähtien toimitettu epäsäännöllisin väliajoin muun muassa suomalaisis- ta ja ruotsalaisista pelitapahtumista. Palautteen rohkaisemana Yle etsii uusia keinoja miten se voisi toteuttaa entistä laadukkaampia elektronisen urheilun sisältöjä. Tutkimuksen tarkoituksena oli kartoittaa suomalaista elektronisen urheilun kenttää ja miten Yle voisi omalla toiminnallaan edesauttaa alan tunnettuuden kasvua Suomessa. Lisäksi tutkimuksella selvitettiin
    [Show full text]