Urheiluseurojen E-Osaamisen Tunnistaminen Ja Kehittäminen

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Urheiluseurojen E-Osaamisen Tunnistaminen Ja Kehittäminen POSITIIVINEN KIERRE – eSportsista liiketoimintaa ja hyvinvointia Case: Urheiluseurojen e-osaamisen tunnistaminen ja kehittäminen LAHDEN AMMATTIKORKEAKOULU Tradenomi Liiketalous, Monimuoto Kevät 2019 Olli Holopainen Tiivistelmä Tekijä(t) Julkaisun laji Valmistumisaika Holopainen, Olli Opinnäytetyö, AMK Syksy 2018 Sivumäärä Liitesivut 3 54 Työn nimi Positiivinen kierre Case: Urheiluseurojen e-osaamisen tunnistaminen ja kehittäminen Tutkinto Liiketalouden koulutusohjelma (AMK), Tradenomi, monimuotototeutus Tiivistelmä Opinnäytetyö tehtiin Positiivinen kierre – eSportsista liiketoimintaa ja hyvinvointia – hankkeeseen, jonka rahoittaa Amerin Kulttuurisäätiö 2018–2021. Lahden ammattikor- keakoulun (LAMK) POSITIIVINEN KIERRE -hanke keskittyy elektronisen urheilun mahdollisuuksien tunnistamiseen ja eSports-toiminnan kehittämiseen urheiluseu- roissa. Opinnäytetyön tarkoituksena oli kartoittaa ja kehittää urheiluseurojen eSports- osaamista. Tavoitteena oli saada aikaan kehittämissuunnitelma, jonka avulla urheilu- seurat pystyvät alkamaan e-urheiluun liittyvän osaamisensa kehittämisen. E-urhei- lussa on urheiluseuroille selkeä mahdollisuus laajentaa toimintaansa ja saada lisää harrastajia muuhunkin toimintaansa, onhan e-urheilu maailmanlaajuinen ja jatkuvasti kasvava ilmiö ja uusi urheilumuoto. Teoria sekä osaamisen kehittämisen lukujen tieto hankittiin alan kirjallisuutta, artikke- leita, dokumentteja, blogeja, nettisivuja ja podcasteja hyödyntäen. Olen täydentänyt teoria tietoa omilla näkemyksilläni. Tutkimusmenetelmänä käytettiin kvalitatiivisia tut- kimusmenetelmiä. Empiria-osuudessa käytettiin kyselyistä saatuja vastauksia. Kyselyt lähetettiin hankkeessa mukana oleville tahoille, sekä alalla työskenteleville ammattilai- sille, ja Suomen suurimpaan harrastelijoiden Facebook-ryhmään Gamers United – Finlandiin. Näillä menetelmillä saatiin monipuolinen näkemys e-urheilusta ja sen ke- hittämisestä. Tutkimuksen tuloksena syntyi monialainen kehitysohjelma ja hankkeessa mukana olevien tahojen nykytilakatsaus. Tutkimuksen avulla selvitettiin, mitä osaamista pai- kallisilla urheiluseuroilla on, ja mitä osaamista he tarvitsevat aloittaakseen monialai- sen e-urheilutoiminnan ja sen kehittämisen. Asiasanat E-urheilu, osaaminen, kehittäminen, monialainen Abstract Author(s) Thesis Published 17.1.2019 Holopainen Olli Bachelor’s thesis Autumn or Spring 54 pages three pages of appen- dices (digit numbers, e.g., 36) The Positive spin - eSports business and welfare project Case: Identifying and developing sport clubs eSports skills Bachelor’s Degree in Management and Communications Abstract The thesis was written as part of the Positive Spin e-sports and welfare project, funded by the Amer Cultural Foundation 2018–2021. At Lahti University of Applied Sciences, the Positive spin project focuses on identifying the potential of eSports and developing e-sports activities in sports clubs. The purpose of this thesis was to map and develop the e-sports competences of local sports clubs. The goal was to create a development plan that will enable sports clubs to start developing their e-sports competences. In e-sports, sports clubs have a clear opportunity to expand their activ- ities and get more enthusiasts to their other activities. After all, e-sports is a global and ever-growing phenomenon and a new form of sport. The research framework was created based on using literature, articles, document movies, blogs, websites, and podcasts. The empirical part of the thesis was con- ducted by applying a qualitative research method. Data was collected by question- naires. The questionnaires were sent to the participants of the project, to profession- als working in the field, and to Finland's largest amateur e-sport group in Facebook. These methods provided a comprehensive view of e-sports and its development. As a result, the study produced multidisciplinary development program and a review of the current state of the involved parties. The study was used to find out what com- petences the local sports clubs have and what competences they need to start a multi-disciplinary e-sports activity and its development. Keywords e-sports, competence, development, multidisciplinary SISÄLLYS 1 JOHDANTO ............................................................................................................... 1 1.1 Tausta ................................................................................................................ 1 1.2 Tarkoitus, tavoite ja rajaus .................................................................................. 1 1.3 Tutkimuskysymykset ja menetelmät ................................................................... 3 2 E-URHEILUN TAUSTA .............................................................................................. 5 2.1 E-urheilu lajina, pelit ja markkinat ....................................................................... 5 2.2 Historia ............................................................................................................... 6 2.3 2000-luvulta nykyhetkeen ................................................................................... 7 2.4 Suoratoistopalvelut, e-urheilun suosio ja sen vaikutukset ................................... 9 2.5 Urheiluksi luokittelu ............................................................................................11 2.6 Turnaukset ja tapahtumat ..................................................................................12 2.7 Tapahtumat Suomessa ......................................................................................14 2.8 Harjoittelu ..........................................................................................................16 2.9 Joukkeet ja järjestöt ...........................................................................................16 2.10 Talous ja ennusteet ...........................................................................................18 3 OSAAMISEN KEHITTÄMINEN .................................................................................22 3.1 Osaaminen, yksilö, organisaatio ........................................................................22 3.2 Osaamisen kehittäminen ja tunnistaminen .........................................................24 4 CASE URHEILUSEUROJEN E-OSAAMISEN TUNNISTAMINEN JA KEHITTÄMINEN 29 4.1 Hanke Positiivinen kierre ...................................................................................29 4.2 Urheiluseurojen nykytila .....................................................................................30 4.3 Urheiluseurojen osaaminen ...............................................................................32 4.4 Kyselyt ja haastattelut muille e-urheilutoimijoille ................................................33 4.5 Monialainen e-urheilu kehittämisohjelma ...........................................................33 5 YHTEENVETO .........................................................................................................38 5.1 Tulosten pohdinta ..............................................................................................38 5.2 Tutkimuksen yhteenveto ....................................................................................42 LÄHTEET ........................................................................................................................46 LIITTEET .........................................................................................................................56 1 1 JOHDANTO 1.1 Tausta Opinnäytetyöni käsittelee Positiivinen kierre – eSportsista liiketoimintaa ja hyvinvointia hanketta. Hankkeen rahoittaa Amerin kulttuurisäätiö vuodet 2018 – 2021. Lahden ammat- tikorkeakoulun (LAMK) POSITIIVINEN KIERRE -hanke keskittyy elektronisen urheilun mahdollisuuksien tunnistamiseen ja eSports-toiminnan kehittämiseen urheiluseuroissa. Hanketta ovat suunnitelleet päijäthämäläiset urheiluseurat, joita ovat FC Lahti, Lahti Bas- ketball, Pelicans Oy, Pelicans Sb, ENCE-ammattipelitalli, ja seurat ovat myös hankkeen kohderyhmänä. Myös Pajulahden urheiluopisto on ollut mukana valmistelemassa sekä kohderyhmänä. (Positiivinen kierre 2018.) Maailmalla eSports-joukkueita syntyy kovaa vauhtia, mm. jalkapallossa FIFA:n osalta Eu- roopan huippu joukkueilla, kuten PSG ja Barcelona, on omat eSports-joukkueensa (Psg- esports 2016; Cooke 2018; Desjardins 2018). Myös ensimmäiset suomalaiset urheiluseu- rat ovat laajentamassa toimintaansa elektroniseen urheiluun. Lahti monipuolisena urheilu- kaupunkina on yksi ensimmäisistä mukana eSportsin saralla. FC Lahti on Seinäjoen jalka- pallokerhon jälkeen toinen Veikkausliigajoukkue, joka on laajentanut elektroniseen urhei- luun ja nyt myös Lahti Basketball on kehittämässä omaa toimintaansa elektronisen urhei- lun suuntaan. (Sjk esports 2017; Suonio 2018.) Lahdessa oli myös suunnitteilla elektroni- sen urheilun baari (PLAYS eSports BAR), joka ei toteutunut (Autere 2018). Maailmalla e-urheilu-toiminnan kehittäminen on avannut uusia liiketoimintamahdollisuuk- sia urheiluseuroille. Kokonaisuudesssaan eSports-toiminta on kuitenkin vielä melko uutta Suomessa ja urheiluseurat tarvitsevat sekä eSports-toiminnan käynnistämisen että sen kehittämisen tueksi tietoa e-urheilusta, siihen liittyvistä mahdollisuuksista, haasteista sekä vaikutuksista. (Positiivinen kierre 2018.) Maailmanlaajuisesti elektronisen urheilun liiketoi- minnan on arvioitu nousevan yli kahteen miljardiin euroon vuonna 2018. Suurimpien yksit- täisten turnausten palkinnotkin ovat jo useita miljoonia euroja.
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