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Instituto Universitário Da Maia - ISMAI Instituto Universitário da Maia - ISMAI Departamento de Ciências da Educação Física e Desporto Quo vadis Esports? Onde vão estar os Esports em Portugal em 2025? Eduardo Manuel Martins Catalão Cardoso 2025? em Portugal em Esports os estar vão Onde Esports? vadis Quo Mestrado em Gestão do Desporto Orientador Institucional Prof Doutor José Paulo Neves Correia Marques dos Santos Co-orientador Eduardo Manuel Martins Catalão Cardoso Catalão Martins Manuel Eduardo Mestre Teresa Sofia Amorim Faria de Oliveira Lopes Avenida Carlos de Oliveira Campos | Castêlo da Maia | 4475-690 Maia janeiro 2021 ISMAI | 2019/2020 | ISMAI Eduardo Manuel Martins Catalão Cardoso N.º a035105 Dissertação com vista à obtenção do grau de Mestre em Gestão do Desporto, nos termos do Decreto-Lei nº 74/2006, de 24 de março, republicado pelo Decreto-Lei nº 63/2016, de 13 de setembro. Trabalho realizado sob a orientação institucional do Professor Doutor José Paulo Neves Correia Marques dos Santos, docente do Mestrado de Gestão do Desporto, e co-orientação da Mestre Teresa Sofia Amorim Faria de Oliveira Lopes Maia, janeiro de 2021 Resumo O principal objeto de estudo da presente investigação é perceber como é que estará o mercado português de Esports em 2025 e como é que podemos trabalhar para que o mesmo continue a crescer. Utilizou-se uma metodologia qualitativa e o plano de pesquisa utilizado foi o método de Delphi através da realização de entrevistas a vários agentes ligados aos Esports nacionais. Para a recolha de dados primários, privilegiou-se o uso de entrevistas semi-estruturadas. Na análise de dados, foi utilizada a análise temática e o programa NVivo para tratar todos os dados relacionados com o estudo. Os resultados parecem apontar que, dificilmente, todos os Esports serão considerados um desporto e grande parte deve-se à violência que certos Esports apresentam, mesmo que os entrevistados não o identifiquem como um fator a considerar. Existe a possibilidade de que os eventos de Esports mobile atinjam um patamar semelhante ao dos Esports tradicionais, se a aposta for em jogos de raiz para o mobile, em que a única plataforma utilizada competitivamente seja o mobile. Para as versões mobile dos Esports tradicionais, as respostas apontam para que seja uma estratégia de captação do público do mobile para as restantes plataformas. Também é possível perceber que cada vez mais os canais televisivos irão apostar em conteúdos relacionados com o gaming e os Esports para captar um público mais jovem e que é importante os agentes de Esports conseguirem capitalizar com essa aposta na televisão. As federações devem ser importantes para a estruturação do mercado criando normas e regulamentos para os agentes dos Esports e não tentando regular um videojogo, protegendo esses agentes das ilegalidades cometidas atualmente e promovendo os Esports para o público geral. É fundamental existir uma competição saudável entre todos os agentes para tornar todo o cenário mais competitivo. Os agentes do mercado necessitam de compreender que devem de trabalhar a sua imagem, para captar o interesse de investidores. Estabelecer uma maior ligação ao mercado brasileiro e ao espanhol parece ser bastante importante para tornar o nosso mercado mais aliciante para investidores. Esta investigação apresenta importantes contributos, quer a nível académico, em que se cruzaram diferentes domínios de investigação, quer a nível organizacional, permitindo perceber as barreiras e qual deve ser o foco dos variados agentes de Esports. Palavras chave: Esports, desportos eletrónicos, mercado português, desporto ii Abstract The main object of study of this research is to realize how the Portuguese Esports market will be in 2025 and how we can work so that it can continues to grow. A qualitative methodology was been used and the research plan applied was the Delphi method through interviews with various agents linked to national Esports. For the collection of primary data, the use of semi-structured interviews was preferred. In the data analysis, the thematic analysis and the NVivo program was used to treat all the data related to the study. The results seem to point out that hardly all Esports will be considered a sport and the main reason is due to the violence that certain Esports contain, even if the interviewees do not identify it as a factor to consider. There is the possibility that the events of mobile Esports reach a level similar to that of traditional Esports if the bet is on games from scratch to mobile, where the only platform used competitively is mobile. For the mobile versions of traditional Esports, the answers point out that it is a strategy to capture the audience from mobile to the other platforms. It is also possible to realize that more and more television channels will take a risk on content related to gaming and Esports in a way of capturing a younger audience and that it is important for the agents of Esports to be able to capitalize on this bet on television. Federations should be important for the structuring of the market by creating rules and regulations for the agents of Esports and not trying to regulate a videogame, protecting those agents from the illegalities committed today and promoting the Esports to the public. It is essential to have healthy competition among all agents to make the whole scenario more competitive. Market agents need to understand that they must work on their image to capture the interest of investors. Establishing a greater connection to the Brazilian and Spanish market seems to be very important so the Portuguese market can be more attractive for investors. This research presents important contributions, both at an academic level, where different research domains were crossed, as well as at an organizational level, allowing us to understand the barriers and what should be the focus of the various agents of Esports. Key words: Esports, electronic sports, Portuguese market, sports iii Dedicatória / Agradecimentos Quero agradecer em primeiro lugar ao Professor Doutor José Paulo Neves Correia Marques dos Santos pela oportunidade que me deu de trabalhar este tema, pela disponibilidade e rigor com que orientou esta dissertação e também pela paciência ao longo de todo o processo. Agradeço também à Professora Mestre Teresa Sofia Amorim Faria de Oliveira Lopes pelo incansável acompanhamento ao longo de toda a dissertação e por estar sempre prontamente disponível para ajudar quando surgia algum problema. Grande parte desta dissertação deve-se a si, não só pelo acompanhamento na dissertação, mas porque, em momentos de maior desmotivação e quando pensei em desistir, senti-me no dever de concluir este trabalho pelo esforço que depositou em mim e neste estudo. Espero não a ter desiludido. De seguida, quero agradecer aos meus pais e ao meu irmão pelo apoio incondicional ao longo dos meus 24 anos de vida e, especificamente, por me permitirem iniciar e concluir a minha licenciatura e mestrado nos cursos por mim escolhidos sem nunca pôr em causa as minhas decisões. Agradeço a toda a minha família pelo apoio incondicional, mas quero agradecer particularmente aos meus tios e prima, Raquel Fernandes, Manuel Pedro Fernandes e Francisca Fernandes, por toda a ajuda que me deram desde sempre, me terem permitido seguir os meus estudos neste mestrado e por nunca me terem deixado desistir. Quero agradecer também a todos os meus amigos por todo o apoio que me deram e por estarem sempre disponível para me ajudar em qualquer que fosse a situação. Também quero agradecer a todos os agentes de Esports que prontamente se disponibilizaram para colaborar nesta dissertação. São uma referência para mim e espero que o tempo que despenderam a responder às minhas entrevistas tenha valido a pena pelo trabalho final apresentado. Agradeço a toda a instituição do ISMAI – Instituto Universitário da Maia, e todos os professores do Mestrado em Gestão do Desporto, por estes anos de mestrado, por ser um estabelecimento de excelência e por estarem sempre disponíveis para ajudar os seus alunos. A todos, o meu sincero obrigado. iv Índice Geral Resumo ....................................................................................................................................... ii Abstract ..................................................................................................................................... iii Dedicatória / Agradecimentos ................................................................................................... iv Índice de Figuras ....................................................................................................................... ix Índice de Tabelas ........................................................................................................................ x Índice de Quadros ....................................................................................................................... x Lista de Abreviaturas, Siglas e Acrónimos ................................................................................ x I Introdução ................................................................................................................................ 1 II Enquadramento Teórico ......................................................................................................... 4 II.1 Esports ............................................................................................................................. 5 II.1.1 Conceito de Esports .............................................................................................
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