En Quoi L'e-Sport Peut Servir Les Clubs De Ligue

Total Page:16

File Type:pdf, Size:1020Kb

En Quoi L'e-Sport Peut Servir Les Clubs De Ligue MEMOIRE PROFESSIONNEL DE RECHERCHE MANAGER DES ORGANISATIONS SPORTIVES DANS QUELLES MESURES L’E-SPORT PEUT-IL SERVIR LES CLUBS DE LIGUE 1 ? PRESENTÉ ET SOUTENU PAR ANTOINE LECALLO DIRECTEUR DE MEMOIRE : NICOLAS CHANAVAT SESSION DE SEPTEMBRE 2017 Contact : [email protected] 1 ABSTRACT The global e-sport market is enjoying impressive growth. This is one of the reasons why it is increasingly being publicized. In a context where the market and the media coverage of e-sport are increasing, where competition between clubs of Ligue 1 is important, it is interesting to wonder to what extent e- sport can serve the clubs of Ligue 1. The aim of this thesis is to identify the processes that have led to the current context of e-sport and its integration into professional football clubs. We will try to see why and how the Ligue 1 clubs embark on e-sport. Finally, we will try, around the two following hypotheses to answer the problem. - e-sport is a new communication tool that allows clubs to capture certain audiences - e-sport is a tool for diversifying the club brand for commercial purposes. The present document has a first theoretical part where we will detail the landscapes of e- sport and football. We will identify the processes that have led to the current context. In the empirical part which is the second part of this thesis, we will describe the methodology used, then we will try to answer the problem through the interviews 2 PREAMBULE Avant de connaitre l’univers de l’e-sport, chacun a un avis plutôt tranché sur cette pratique. Un avis tronqué par les préjugés qui attraient au monde des jeux-vidéos. J’ai moi-même découvert ce monde récemment et j’ai été surpris d’en apprendre autant. Notamment grâce à l’excellent article de l’Equipe Explore sur ce sujet, intitulé « génération esport », que je vous invite à lire. J’ai décidé de faire mon mémoire sur deux sujets qui m’intéressent et qui aujourd’hui se mêlent : le football et l’e-sport. En premier lieu, je tiens à remercier Monsieur Nicolas CHANAVAT, mon professeur et directeur de mémoire qui m’a accompagné lors de mes recherches et lors de la rédaction de ce mémoire. Je remercie également les corps enseignant et pédagogique du Master 2 AMOS-PARIS. Je remercie mon camarade de classe Sébastien DEMARET pour les échanges constructifs tout au long de l’année à propos de nos recherches ; ainsi que mes proches pour les relectures et les conseils qu’ils ont su m’apporter pour la réalisation de ce mémoire. Merci enfin aux personnes rencontrées à l’occasion des entretiens réalisés. Je vous remercie pour votre disponibilité et votre envie de partage. J’ai pris plaisir à discuter avec chacun d’entre vous. Par ordre chronologique : - Cédric PAGES et Alexis BARRASSIN – SPORTLAB - Paul ARRIVEE – Journaliste E-sport à L’EQUIPE - Jeremy GIRARDOT – Manager E-sport au FOOTBALL CLUB DE NANTES - Florian LEFEBVRE – Doctorant à la réalisation d’une thèse sur l’e-sport - Thibaut PEREZ – Manager au MHSC E-SPORT CLUB - Khai NGUYEN – Fondateur PLATINIUM E-SPORT - Romain SERRA – Manager E-sport à L’OLYMPIQUE LYONNAIS - Guillaume BERTEL – Directeur associé chez COMQUEST - Diane OLLIER – Responsable partenariat et social média manager chez ALLO RESTO BY JUST EAT Je vous souhaite une bonne lecture. 3 SOMMAIRE ABSTRACT .................................................................................................................................... 2 PREAMBULE ................................................................................................................................ 3 SOMMAIRE .................................................................................................................................. 4 GLOSSAIRE .................................................................................................................................. 6 INTRODUCTION ........................................................................................................................... 7 PARTIE THEORIQUE : E-SPORT ET CLUBS DE FOOTBALL............................................................... 8 I- L’E-SPORT ..................................................................................................................................... 8 1.1 Historique du jeu-vidéo ........................................................................................................ 8 1.2 Définition du jeu-vidéo ......................................................................................................... 9 1.3 Passage des jeux vidéo vers l’e-sport .................................................................................... 9 1.4 Historique de l’e-sport ........................................................................................................ 10 1.5 Définition de l’e-sport ......................................................................................................... 12 1.6 La Corée du Sud.................................................................................................................. 13 1.6.1 Histoire jusqu’à aujourd’hui .................................................................................. 13 1.6.2 Le bon côté de l’e-sport en Corée du Sud ............................................................. 14 1.6.3 Les limites de la montée en puissance de l’e-sport coréen .................................. 14 1.7 Le marché des jeux vidéo en chiffres .................................................................................. 15 1.8 Marché de l’e-sport en chiffres .......................................................................................... 16 1.8.1 Les revenus ............................................................................................................ 16 1.8.2 Les jeux .................................................................................................................. 18 1.8.3 L’audience.............................................................................................................. 19 1.9 Professionnalisation du secteur .......................................................................................... 20 1.10 Législation .......................................................................................................................... 21 1.11 Les médias dans l’e-sport ................................................................................................... 23 1.12 Evolution des sponsors ....................................................................................................... 24 1.13 Apparition de l’e-sport dans les clubs de football ............................................................... 25 II- CLUBS DE FOOTBALL .................................................................................................................. 26 2.1 Histoire du football ............................................................................................................. 26 2.1.1 La professionnalisation du football en France ...................................................... 27 2.1.2 L’avènement du football moderne ........................................................................ 27 2.2 Le marché du football en chiffres ....................................................................................... 28 2.3 Les acteurs du football professionnel aujourd’hui .............................................................. 30 4 2.4 L’obligation marketing innovation pour survivre ................................................................ 31 2.4.1 Définitions ............................................................................................................. 31 2.4.2 Rappel historique du marketing dans les clubs de foot ........................................ 31 2.4.3 Nouveaux défis et principales innovations des clubs professionnels ................... 32 2.5 L’innovation e-sport ........................................................................................................... 33 2.6 Listing des clubs qui se sont lancés dans l’esport ................................................................ 33 2.7 Zoom sur le choix des jeux .................................................................................................. 34 2.8 Ce qui pousse les clubs à se lancer dans l’e-sport ............................................................... 34 2.9 Conditions de réussite d’un lancement dans l’e-sport ........................................................ 36 2.10 Parallèle avec les logiques d’entreprises qui investissent l’e-sport ..................................... 37 PARTIE EMPIRIQUE DU MEMOIRE ............................................................................................. 39 3 Présentation de la méthodologie utilisée .................................................................. 39 3.1 Type d’étude ...................................................................................................................... 39 3.2 Echantillon ......................................................................................................................... 39 3.3 Récapitulatif des entretiens ................................................................................................ 40 4 Analyse des résultats ............................................................................................... 43 4.1 Rappel des hypothèses ....................................................................................................... 43 4.2 Analyse des entretiens
Recommended publications
  • 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]
  • Géographie Du Sport Électronique Sylvain Durandal
    Géographie du sport électronique Sylvain Durandal To cite this version: Sylvain Durandal. Géographie du sport électronique. Géographie. 2017. dumas-01700793 HAL Id: dumas-01700793 https://dumas.ccsd.cnrs.fr/dumas-01700793 Submitted on 5 Feb 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Crédit photo : Amazon.com. (2017). Consulté le 20 août 2017, à l’adresse : https://www.amazon.com/Playstation-Controllers-Gaming-Joystick- Sticker/dp/B01M5EIOD2/ref=redir Géographie du Sport Électronique Avant-propos Mon intérêt pour le sujet vient en partie de ma passion pour le jeu vidéo, et de mon intérêt particulier pour les compétitions de jeu vidéo. J’ai eu l’occasion, avec mes amis, de jouer à la totalité des jeux présentés dans ce mémoire. Le jeu Starcraft 2 sorti en 2010, dans lequel je me suis le plus investi, m’a permis de découvrir le sport électronique. L’autre partie de mon intérêt vient de ma position de géographe par rapport au sujet, à travers l’analyse d’un phénomène récent, à propos duquel on ne trouve qu’un nombre relativement restreint d’études scientifiques. Mes nombreuses heures passées à jouer, à regarder des professionnels ou encore à consulter des forums, m’ont aidé à mieux appréhender ce sujet.
    [Show full text]
  • TCC De Graduação
    UNIVERSIDADE FEDERAL DE SANTA MARIA CENTRO DE CIÊNCIAS SOCIAIS E HUMANAS DEPARTAMENTO DE COMUNICAÇÃO SOCIAL CURSO DE GRADUAÇÃO EMJORNALISMO Júlio Porto Desordi FUNDAMENTOS DO JORNALISMO NA COBERTURA DE E-SPORTS: ANÁLISE DE CONTEÚDO DAS TRANSMISSÕES DE LEAGUE OF LEGENDS NO YOUTUBE Santa Maria, RS 2016 Júlio Porto Desordi FUNDAMENTOS DO JORNALISMO NA COBERTURA DE E-SPORTS: ANÁLISE DE CONTEÚDO DAS TRANSMISSÕES DE LEAGUE OF LEGENDS NO YOUTUBE Trabalho de Conclusão de Curso apresentado ao Departamento de Comunicação Social da Universidade Federal de Santa Maria (UFSM, RS) como requisito parcial para a obtenção do título de Bacharel em Jornalismo. Orientadora: Profª. Drª. Laura Strelow Storch Santa Maria, RS 2016 Júlio Porto Desordi FUNDAMENTOS DO JORNALISMO NA COBERTURA DE E-SPORTS: ANÁLISE DE CONTEÚDO DAS TRANSMISSÕES DE LEAGUE OF LEGENDS NO YOUTUBE Trabalho de Conclusão de Curso apresentado ao Departamento de Comunicação Social da Universidade Federal de Santa Maria (UFSM, RS) como requisito parcial para a obtenção do título de Bacharel em Jornalismo. Aprovado em 16 de dezembro de 2016: ______________________________ Laura Strelow Storch, Drª. (UFSM) (Orientadora) ______________________________ Aline Dalmolin, Drª. (UFSM) ______________________________ Antonio Guilherme Schmitz Filho, Dr. (UFSM) Santa Maria, RS 2016 AGRADECIMENTOS Agradeço aos meus pais, que à sua maneira, me proporcionaram aprender o melhor de cada um.Minha mãe, guardiã e guia, por me ensinar a sempre lutar e me levantar, mesmo que tudo pareça esgotado. Por sempre me mostrar que há uma forma de se reinventar. Ao meu pai, por não coibir minha vinda para Santa Maria e prover as condições para que eu pudesse estudar aqui. Também por ter resistido, literalmente, à morte - pude ali perceber que nossa relação vale mais do qualquer bem material.
    [Show full text]
  • James Bardolph and Ddk Preview the ECS Finals
    12/1/2017 CS:GO: James Bardolph and ddk preview the ECS finals # esports James Bardolph and ddk preview the ECS finals © FACEIT June 19 · By Mike Stubbs The biggest CS:GO teams in the world will head to London in a week to try and become ECS Season 3 champions, so we caught up with the casters for their predictions. The last half year has arguably been the most stable time in the history of CS:GO. The two established online leagues returned for more seasons. The bigname tournament organisers have continued to raise the bar when it comes to LAN events and the schedule hasn’t been as crazy as it was last year. All in all, there have been a lot of improvement and not a lot in the way of gambles that haven’t paid off. This stability meant that event organisers could take more risks, and this is certainly what the folks over at FACEIT did for ECS Season 3. The league had seen rapid growth in its first year, but for the third season they decided to make some changes, specifically to the broadcast itself. Gone was the London studio and the team moved over to California to broadcast from The eSports Arena. This brought with it a more relaxed atmosphere and casual casting style that really resonated with fans. Season 3 of ECS has easily been its best yet and that’s before we’ve even got to the LAN finals. The endofseason event is due to take place on June 24 and 25 at Wembley Arena in London and it promises to be the biggest yet.
    [Show full text]
  • Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
    The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020).
    [Show full text]
  • Ïnpjsf -B$Pnnvojdbujpo FuMf.Bslfujoh EbotMFyqbotjpoEf MF4qpsuFo&Vspqf
    .ÏNPJSF -B$PNNVOJDBUJPO FUMF.BSLFUJOH EBOTMFYQBOTJPOEF MF4QPSUFO&VSPQF La Communication et le Marketing dans l’expansion de l’eSport en Europe Mémoire en vue de l’obtention du Master II « Management de l’Information Stratégique » de Sciences Politiques Aix-en-Provence & du Master II « Communication Digitale » de l’ISCPA Lyon Directeur de mémoire Mr P. Couzon Présenté par Date de soutenance Meriguet Matthias Le 09 Septembre 2014 À Lyon 1 Les opinions exprimées dans ce mémoire sont propres à leur auteur et n’engagent ni l’Institut d’Études Politiques d’Aix-en-Provence, ni l’ISCPA de Lyon. 2 REMERCIEMENTS! Nous tenons tout d’abord à remercier notre tuteur de mémoire, Monsieur Philippe Couzon, pour sa patience, sa disponibilité et la qualité de ses conseils. Sa présence, son expérience et ses recommandations ont été pour nous un véritable pilier dans l’accomplissement de notre mémoire. Nous remercions aussi Léa Miriski, Julien « Mozovic » Moser et Étienne « 765 4 » Manéglia pour leur soutien inconditionnel et la patience dont ils ont fait preuve à notre égard durant l’écriture de ce mémoire sur l’eSport. Nous souhaitons aussi remercier l’ensemble des personnes, professionnelles ou non de ce milieu, qui ont su nous faire part de leurs connaissances et ont donc grandement contribué à la réalisation de notre mémoire en nous accordant leur temps précieux lors de nos entretiens. Une pensée toute particulière à notre famille et nos amis pour leurs encouragements et leur soutien. Enfin, nous remercions toutes les personnes qui se sont investis dans notre mémoire, et notamment à la communauté eSportive pour leurs réponses à notre questionnaire quantitatif dont une partie a dû affronter la barrière de la langue pour nous apporter leur aide.
    [Show full text]
  • Na Lcs Coach of the Split - 2016 Summer Split: Voting Results
    NA LCS COACH OF THE SPLIT - 2016 SUMMER SPLIT: VOTING RESULTS NA LCS Coach of the Split Voter Category Affilation First Second Third Aidan "Zirene" Moon Broadcast Shoutcaster, Riot Games Parth Reapered Locodoco Arthur "TheMay0r" Chandra Broadcast Live Broadcast Producer, Riot Games Parth Dylan Reapered David "Phreak" Turley Broadcast Shoutcaster, Riot Games Dylan Reapered Parth Dominic "Dom" Roemer Broadcast Shoutcaster, Riot Games Parth Dylan Zikzlol Isaac "Azael" Cummings-Bentley Broadcast Shoutcaster, Riot Games Parth Reapered Zikzlol James "Dash" Patterson Broadcast Host, Riot Games Parth Reapered Dylan Joshua "Jatt" Leesman Broadcast Shoutcaster, Riot Games Parth Locodoco Reapered Julian "Pastrytime" Carr Broadcast Shoutcaster, Riot Games Parth Reapered Dylan "Optimus" Tom Searfoss Broadcast Stats Coordinator, Riot Games Zikzlol Parth Reapered Rivington Bisland III Broadcast Shoutcaster, Riot Games Reapered Parth Dylan Sam "Kobe" Hartman-Kenzler Broadcast Shoutcaster, Riot Games Parth Locodoco Reapered Alex "Xpecial" Chu Player Rep Apex Reapered Saintvicious Parth Austin "Gate" Yu Player Rep Support, Phoenix1 Reapered Parth Zikzlol Eugene "Pobelter" Park Player Rep Mid, Immortals Dylan Parth Reapered Gyu-min “Ohq” Oh Player Rep ADC, NRG Esports Parth Hermit Zikzlol Henrik "Froggen" Hansen Player Rep Mid, Echo Fox Reapered Parth Saintvicious Jae Hyun "Huhi" Choi Player Rep Mid, Counter Logic Gaming Reapered Zikzlol Dylan Joshua "Dardoch" Hartman Player Rep Jungle, Team Liquid Parth Zikzlol Locodoco Vincent "Biofrost" Wang Player Rep
    [Show full text]
  • T 10188602 Esports FIN.Indd 5 31/7/17 9:52 Primera Edición: Septiembre De 2017
    SELLO Minotauro COLECCIÓN Timun Mas Los eSports son un fenómeno FORMATO 16,5 x 21 cm. global que ha abandonado ¡BIENVENIDO A LA Rústica con solapas su círculo de iniciados para llegar al gran público en SERVICIO Rémy Chanson, uno de los verdaderos espectáculos. ARENA DE LOS pioneros de los eSports PRUEBA DIGITAL ¿Pero qué son los eSports y en Francia, ha asumido VÁLIDA COMO PRUEBA DE COLOR VIDEOJUEGOS! EXCEPTO TINTAS DIRECTAS, STAMPINGS, ETC. cómo han evolucionado con diversos roles en sus el paso del tiempo? ¿Qué dieciocho años de carrera: tienen en común con el DISEÑO 24-07-2017 Marga jugador, streamer, director deporte tradicional? ¿Por deportivo, seleccionador EDICIÓN qué esta disciplina no deja y organizador de eventos. de atraer patrocinadores ¿Qué son los eSports y cómo cada vez más diversos? ¿Y han evolucionado con el paso Actualmente es el CARACTERÍSTICAS cómo podemos convertirnos presidente del equipo del tiempo? IMPRESIÓN 4 / 0 en jugadores profesionales? ArmaTeam. RÉMY «LLEWELLYS» CHANSON RÉMY «LLEWELLYS» Rémy «Llewellys» Chanson, ¿Qué tienen en común con uno de los pioneros de los el deporte tradicional y PAPEL eSports en Europa, responde cómo podemos convertirnos a todas estas preguntas PLASTIFICADO Brillo en esta fascinante guía en jugadores profesionales? a través de un repaso UVI histórico, una visión global Rémy «Llewellys» Chanson, RÉMY «LLEWELLYS» CHANSON de la situación actual y RELIEVE uno de los pioneros de los un análisis detallado del ports sector. Este ensayo contiene eSports en Europa, responde a BAJORRELIEVE además entrevistas a todas estas preguntas en esta STAMPING diversos protagonistas e fascinante guía. de los eSports en España, e ports FAJA como el Caster Ibai o los TODO LO QUE NECESITAS SABER, jugadores Ocelote y aNouC, Con prólogo de Miguel Ángel Paniagua la jugadora más veterana DE LEAGUE OF LEGENDS AL FIFA de nuestro país, que ayuda- GUARDAS rán a crear una visión más PVP 18,00 € 10188602 amplia sobre el mundo del deporte electrónico.
    [Show full text]
  • Csppa World Ranking Rulebook
    CSPPA WORLD RANKING RULEBOOK PUBLISHED ON 13 AUGUST 2020 1 1. BACKGROUND & CONSIDERATIONS 1.1 CSPPA: CSPPA is a worldwide association representing the interests of professional CS:GO Play- ers who are members of the CSPPA, amongst others, in connection with their participation in Tournaments. 1.2 Purpose: The purpose of the CSPPA Ranking is to establish a simpler and more transparent ranking system for professional CS:GO Players and to improve the working conditions for pro- fessional CS:GO Players with respect to, amongst others, their participation in Tournaments and their mental health. 1.3 Development: The CSPPA has developed the CSPPA Ranking and this Rulebook after consulting with the CSPPA Membership and other stakeholders in the CS:GO ecosystem. Prior to the publi- cation of this Rulebook, CSPPA has reached out to and requested input from the Teams, Tourna- ment Organizers and other stakeholders listed in Annex 4 (i.e. the Ranking Consultation Group). 1.4 Dynamic and inclusive ranking: Introducing a new ranking system in a global and ever-evolving esports ecosystem with multiple stakeholders such as CS:GO is a complex exercise and CSPPA understands that changes and adjustments to the CSPPA Ranking will be necessary on an ongo- ing basis. Therefore: a) Dynamic ranking: The CSPPA Ranking is dynamic. This means that the CSPPA Ranking can and will be adjusted on the basis of developments in or input from the CSPPA Membership and the CS:GO community on an ongoing basis subject to making material and structural changes available to the public with a least 3 (three) months prior written notice.
    [Show full text]
  • 1 Escola De Comunicação, Artes E Design
    1 ESCOLA DE COMUNICAÇÃO, ARTES E DESIGN - FAMECOS PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL CAMILA AMORIM PROJETADO PARA A TRANSMISSÃO: COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Porto Alegre 2018 2 PONTIFÍCIA UNIVERSSIDADE CATÓLICA DO RIO GRANDE DO SUL FACULDADE DE COMUNICAÇÃO SOCIAL CAMILA A. SCHULTZ PROJETADO PARA A TRANSMISSÃO COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Porto Alegre 2017 3 CAMILA A. SCHULTZ PROJETADO PARA A TRANSMISSÃO COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Dissertação apresentada como pré-requisito para a obtenção do título de Mestre em Comunicação Social no Programa de Pós-graduação em Comunicação Social Orientador: Prof. Dr. André F. Pase Porto Alegre 2017 4 Ao meu marido Natan Schultz e ao meu filho de quatro patas Thor Schultz. Pelo amor, pelo carinho e pelo cuidado. 5 AGRADECIMENTOS A todos os meus amigos, em especial Gabi Raabe, Fernanda Soares Oliveira, Ana Carolina Marinho, Andy Nadvorny e Tanara Bodini pelo apoio, pelas conversas em momentos em que eu pensei em desistir, ou descobri que comunicação não era mais o que eu queria fazer. Sem vocês eu não teria terminado esse trabalho. A todos meus amigos e parceiros de jogo, especialmente Paulo Souza e Lucas Maia, sem vocês jogando LoL comigo esse trabalho não teria nenhum sentido. A todos os meus colegas, em especial Paulo Cabral, Militão Ricardo e Diego Wander, pela parceria, pela ajuda durante as aulas, por abrirem a sala quando eu precisei, por dividirem a sala de aula comigo.
    [Show full text]
  • Stručná História Esportu – Prípadová Štúdia Hernej Série Counter- Strike
    Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Jozef Broďáni Bakalárska diplomová práca Stručná história esportu – prípadová štúdia hernej série Counter- Strike Vedúci práce: Mgr. et Mgr. Zdeněk Záhora Brno 2021 Prehlasujem, že som predkladanú prácu vypracoval samostatne, s využitím uvedených zdrojov a literatúry. Súčasne dávam súhlas, aby elektronická verzie tejto práce bola sprístupnená cez informační systém Masarykovej univerzity. ..................................................... Jozef Broďáni V tejto časti by som chcel poďakovať Mgr. et Mgr. Zdeňkovi Záhorovi za vedenie práce, doc. PhDr. Martinovi Flašarovi, Ph.D. za cenné rady, a Kristiánovi Jahodovi za neutíchajúcu podporu behom štúdia a počas písania tejto práce. Jozef Broďáni 1 Obsah 2 ÚVOD ....................................................................................................................................................... 3 2.1 KAPITOLY .................................................................................................................................................. 3 2.2 TERMINOLÓGIA .......................................................................................................................................... 5 1.ČASŤ .............................................................................................................................................................. 7 3 DEFINÍCIA ESPORTU ................................................................................................................................
    [Show full text]
  • PROGAMEREM E-Sportowy Przewodnik Po Świecie League of Legends
    JAK ZOSTAĆ PROGAMEREM E-sportowy przewodnik po świecie League of Legends progamer.indd 1 19.01.2017 11:10 progamer.indd 2 19.01.2017 11:10 JAK ZOSTAĆ PROGAMEREM E-sportowy przewodnik po świecie League of Legends i Mike Diver progamer.indd 3 19.01.2017 11:10 Tytuł oryginału: HOW TO BE A PROFESSIONAL GAMER An eSports Guide to League of Legends Copyright© Fnatic Limited 2016 Copyright © 2016 for the Polish edition by Wydawnictwo Sonia Draga Copyright © 2016 for the Polish translation by Wydawnictwo Sonia Draga First published as HOW TO BE A PROFESSIONAL GAMER by Century, an imprint of Cornerstone Publishing. Cornerstone Publishing is a part of the Penguin Random House group of companies. Fnatic Limited have asserted their right to be indentified as the authors of this Work in accordance with the Copyright, Designs and Patents Act 1988. Zdjęcia na okładce: © Fnatic Ltd. Tłumaczenie: Beata Horosiewicz, TERKA Konsultacja: Magdalena Jurczuk, TERKA Redakcja: Patrycja Zarawska, TERKA Korekta: Anna Czubska, TERKA ISBN: 978-83-8110-045-8 Wszelkie prawa zastrzeżone. Nieautoryzowane rozpowszechnianie całości lub fragmentu ni- niejszej publikacji w jakiejkolwiek postaci jest zabronione i wiąże się z sankcjami karnymi. Książka, którą nabyłeś, jest dziełem twórcy i wydawcy. Prosimy, abyś przestrzegał praw, jakie im przysługują. Jej zawartość możesz udostępnić nieodpłatnie osobom bliskim lub osobiście znanym. Ale nie publikuj jej w internecie. Jeśli cytujesz jej fragmenty, nie zmieniaj ich treści i koniecznie zaznacz, czyje to dzieło. A kopiując ją, rób to jedynie na użytek osobisty. Szanujmy cudzą własność i prawo! Polska Izba Książki Więcej o prawie autorskim na www.legalnakultura.pl WYDAWNICTWO SONIA DRAGA Sp.
    [Show full text]