CURSO DE COMUNICAÇÃO SOCIAL HABILITAÇÃO EM PUBLICIDADE E PROPAGANDA Patricia Hermes a RELEVÂNCIA DOS ESPORTS PARA a PUBLICI

Total Page:16

File Type:pdf, Size:1020Kb

CURSO DE COMUNICAÇÃO SOCIAL HABILITAÇÃO EM PUBLICIDADE E PROPAGANDA Patricia Hermes a RELEVÂNCIA DOS ESPORTS PARA a PUBLICI CURSO DE COMUNICAÇÃO SOCIAL HABILITAÇÃO EM PUBLICIDADE E PROPAGANDA Patricia Hermes A RELEVÂNCIA DOS ESPORTS PARA A PUBLICIDADE: UMA COMPREENSÃO A PARTIR DAS FINAIS DOS CAMPEONATOS MUNDIAIS DE LEAGUE OF LEGENDS DE 2018 E 2019 Santa Cruz do Sul 2020 Patricia Hermes A RELEVÂNCIA DOS ESPORTS PARA A PUBLICIDADE: UMA COMPREENSÃO A PARTIR DAS FINAIS DOS CAMPEONATOS MUNDIAIS DE LEAGUE OF LEGENDS DE 2018 E 2019 Monografia apresentada ao curso de Comunicação Social da Universidade de Santa Cruz do Sul – UNISC para a obtenção do título de Bacharel em Comunicação Social – Habilitação Publicidade e Propaganda. Orientador: Professor Ms. Erion da Silva Lara Santa Cruz do Sul 2020 Patricia Hermes A RELEVÂNCIA DOS ESPORTS PARA A PUBLICIDADE: UMA COMPREENSÃO A PARTIR DAS FINAIS DOS CAMPEONATOS MUNDIAIS DE LEAGUE OF LEGENDS DE 2018 E 2019 Esta monografia foi submetida ao Curso de Comunicação Social da Universidade de Santa Cruz do Sul, como requisito parcial para a obtenção do título de Bacharel em Comunicação Social – Habilitação Publicidade e Propaganda. Ms. Erion da Silva Lara Professor Orientador – UNISC Dra. Yhevelin Serrano Guerin Professora Examinadora - UNISC Dr. Lúcio Siqueira Amaral Filho Professor Examinador – UNISC Santa Cruz do Sul 2020 AGRADECIMENTOS Agradeço aos meus pais, Clarice e Carlos, por tornarem a minha faculdade possível, me apoiarem e sempre estarem por perto para auxiliar em cada momento da vida, sem eles eu não seria quem sou hoje. Também quero deixar um muito obrigada aos meus amigos, que mesmo de longe continuaram me dando apoio e que conhecem a minha trajetória com o LoL, ajudando inclusive na divulgação da pesquisa. Obrigada também ao meu orientador Erion, que teve paciência ao me explicar o que eu não sabia, que esteve me mostrando os caminhos corretos a serem seguidos e os pontos em que eu poderia melhorar. Por fim, um agradecimento especial ao meu namorado Artur, que dedicou seu tempo para me dar opiniões e ajudar quando eu tinha bloqueios de escrita, me mantendo mais tranquila e me dando incentivo para continuar quando tudo parecia estar perdido. “O verdadeiro mestre é um eterno aprendiz.” Master Yi RESUMO O presente estudo visou compreender a relevância das finais dos Campeonatos Mundiais de League Of Legends dos anos de 2018 e 2019 para o âmbito publicitário. Mais especificamente, buscou-se reconhecer as oportunidades de divulgação que essa modalidade pode proporcionar à área publicitária, compreender as abordagens já utilizadas, descobrir como elas são vistas pelos fãs e conhecer as vantagens da inserção da publicidade neste meio. Para alcançar estes objetivos, no processo metodológico utilizou-se a análise documental e o questionário aplicado. Através dos resultados e das observações, foi considerado, de forma geral, que estes eventos podem proporcionar inúmeras vantagens e possibilidades de divulgação para a publicidade, possuindo assim, muita relevância para a área. Além disso, foi possível identificar que a abordagem mais apreciada pelo público admirador de esports nestes Campeonatos foi a de experiências com os fãs, o que revela que estes indivíduos dão muito valor aos vínculos emocionais e estão em busca de ativações intensas e compartilhadas com sua comunidade, seus ídolos, e que envolvam sua principal paixão: o jogo. Palavras-chave: Publicidade. Esports. League Of Legends. Entretenimento. Marketing de experiência. ABSTRACT The present study aimed to understand the relevance of the League Of Legends World Championship Finals of the years 2018 and 2019 for the advertising scope. More specifically, we sought to recognize the opportunities of promotion that this modality can provide to advertising area, to understand the already used approaches, to discover how they are seen by fans and to know the advantages of inserting advertising in this medium. To achieve these goals, in the methodological process was used the document analysis and the applied questionnaire. Through the results and observations, it was considered, in general, that these events can provide numerous advantages and possibilities of promotion for advertising, having than, a lot of relevance for the área. Furthermore, it was possible to identify that the most appreciated approach by the public who admires esports in these Championships was the experiences, which reveals that these individuals give much value on emotional bonds and are looking for intense activations and shared with their community, their idols, and that involve their main passion: the game. Keywords: Advertising. Esports. League of Legends. Entertainment. Experience marketing. LISTA DE ILUSTRAÇÕES Figura 1 – Frente do Museu Harley Davidson............................................................22 Figura 2 – Jogo Tennis Programing ou Tennis for two...............................................43 Figura 3 – Jogo Spacewar!.........................................................................................44 Figura 4 – Odyssey Home Video................................................................................45 Figura 5 – Jogo Pong, da Atari...................................................................................46 Figura 6 – O primeiro Macintosh lançado...................................................................47 Figura 7 – Jogo Virtua Fighter....................................................................................48 Figura 8– Jogo Wolfenstein........................................................................................49 Figura 9 – Jogo Pepsi Invaders..................................................................................55 Figura 10 – Jogo Pepsi Man.......................................................................................55 Figura 11– Jogadores no campeonato Space Invaders em 1980..............................58 Figura 12 – Vista panorâmica Quakecon...................................................................59 Figura 13 – Final do Campeonato Mundial de League Of Legends 2019..................70 Figura 14 – Mastercard Nexus, visão externa............................................................71 Figura 15 – Representação de como foi a tela de realidade aumentada...................75 Figura 16 – Indivíduo na realidade aumentada, com o campeão Zed (skin Campeonato)..............................................................................................................75 Figura 17 – Jogadores se enfrentando no palco........................................................77 Figura 18 – participante tira fotos com cosplays de campeãs do jogo.......................78 Figura 19 – imagem divulgada da skin Qiyana Prestígio...........................................80 Figura 20 – imagem divulgada da skin Senna Prestígio............................................80 Figura 21 – Logotipos nos brincos e pochete e símbolos em sua arma (bambolê)...81 Figura 22 – Logotipo na arma da Senna Prestígio.....................................................81 Figura 23 – Símbolo da Louis Vuitton aparece no chão............................................82 Figura 24 – Peças da Coleção Cápsula Louis Vuitton x League Of Legends............84 Figura 25 – skins no videoclipe da banda virtual True Damage................................85 Figura 26 – skin na abertura da final do Campeonato Mundial de LoL......................86 Figura 27 – estojo/baú da Summoner’s Cup..............................................................87 Figura 28 – Publicidade antes do jogo começar........................................................90 Figura 29 – Logotipo da Mastercard junto à taça do campeonato, no canto direito..91 Figura 30 – Logotipos durante o jogo.........................................................................91 Figura 31 – Logotipos nos uniformes dos atletas.......................................................92 Figura 32 – Logotipos nos uniformes dos jogadores respectivamente antes do jogo, nos telões, na escolha do campeão, durante o jogo e em homenagem ao time de uma marca..................................................................................................................93 LISTA DE GRÁFICOS Gráfico 1 – Sexo dos participantes.............................................................................96 Gráfico 2 – Nível de escolaridade dos participantes..................................................97 Gráfico 3 – Idade dos participantes............................................................................97 Gráfico 4 – Conhecimento do jogo League of legends..............................................98 Gráfico 5 – Acompanhamento dos campeonatos de esports do jogo League Of Legends......................................................................................................................98 Gráfico 6 – Frequência do acompanhamento dos campeonatos do jogo League Of Legends......................................................................................................................99 Gráfico 7 – Opinião sobre os patrocínios/ações de marcas no fator crescimento dos esports......................................................................................................................100 Gráfico 8 – Opinião sobre os patrocínios/ações de marcas no fator qualidade de eventos.....................................................................................................................100 Gráfico 9 – Opinião sobre os patrocínios/ações de marcas no fator novas possibilidades...........................................................................................................101
Recommended publications
  • How to Start a Career in E-Sports
    Moona Tuominen HOW TO START A CAREER IN E-SPORTS HOW TO START A CAREER IN E-SPORTS Moona Tuominen Bachelor’s Thesis Spring 2021 Business Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Business Information Technology Author(s): Moona Tuominen Title of Bachelor´s thesis: How to start a career in eSports Supervisor(s): Minna Kamula Term and year of completion: Spring 2021 Number of pages: 34 This thesis is about eSports, also known as electronic sports or competitive gaming. Gaming has grown as a business over the past few decades and eSports rival traditional sports in terms of revenue and viewership numbers. The industry is expected to continue growing, and as such, it is interesting to look at different career opportunities within the eSports industry. This paper lays out the history of competitive gaming and explores different career paths possible in the field of eSports, as well as ways to start a career in eSports. The aim of this thesis is to give a good, coherent picture of eSports as an industry, and to analyze the ways professionals in different positions and with different career paths have created their own careers in eSports. This research gives insight into the still quite new industry and the ways professionals from different backgrounds end up working for eSports organizations. Data used consists of written article interviews of professional gamers, YouTube videos of eSports professionals explaining what they do and how they ended up in the industry, as well as a short questionnaire. The conclusions of this thesis answer to the question: How to get a career in eSports? Keywords: Esports, Competitive Gaming, eSports Industry, Professional Gaming 3 CONTENTS 1 INTRODUCTION ..................................................................................................................
    [Show full text]
  • Park Lane White Paper Series: Esports
    PARK LANE WHITE PAPER SERIES: ESPORTS The Big Business of Competitive Gaming Spring 2017 prkln.com INDUSTRY OVERVIEW ESPN President John Skipper once entrepreneur Angel Munoz founded the declared competitive gaming as “not a Cyberathlete Professional League. It real sport,” but it has evolved into a was not until 1999, however, after the $892 million juggernaut. Projected to be Asian financial crisis, that esports began worth $1.1 billion by 2018, according to to take off. The South Korean estimates by SuperData and Newzoo, government invested heavily in the esports industry is one that has improving their broadband and captivated a rapidly growing global telecommunications capacity to audience of almost 300 million people. stimulate their economy. With improved Internet connectivity, online Broadly defined, esports describes gaming took off in South Korea and competitive gaming, with the spread to the rest of the world.2 The professional designation of the sport early 2000s brought about additional involving full-time, pro players rather professional esports organizations, such than part-time amateurs. Much like in as the Electronic Sports World Cup in traditional sports, fans value skill of the 2000 and Major League Gaming in players first and foremost and loathe 2002.3 seeing results influenced by outside factors (like the AI) rather than the talent and performance of the players.1 The first esports event is widely considered to be the 1997 Red Annihilation tournament, with the winner taking home a new Ferrari. Major League Gaming
    [Show full text]
  • Esports a New Architectural Challenge 1
    eSPORTS A new architectural challenge 1 Enoncé théorique de master FURAZHKIN, ANTON 2020 Professeur Enoncé théorique : HUANG, Jeffrey Directeur pédagogique : CACHE, Bernard Proffeseur : HUANG, Jeffrey Maître EPFL : WIDMER, Régis W SUMMARY 2 INTRODUCTION BRIEF HISTORY OF ESPORTS 4 GAME TYPOLOGY 6 VENUES 8 ATLAS game The Atlas presents seven computer games that are divided according to 10 STARCRAFT their type, number of players and popularity for the year 2019. Each game has its own section with a brief description of the game itself and the spaces that host different stages of the game tournament: 12 HEARTHSTONE Minor League, Major League and Premier League. It is organised in such a way that left side page provides useful 14 FIFA 19 information, text and visual description of the game with the help of the map, game interface and game modes. The specifications of the game presented in the text allow to look for parallels between the 16 FORTNITE BATTLE ROYALE game and the space organisation of the venues illustrated on the right side page. Three scales are present for a better grasp of an event 18 COUNTER STRIKE:GLOBAL OFFENSIVE gradation: large scale shows the relation between a viewer area and the game floor, middle scale demonstrates the organisation of the game stage and small scale depicts players gaming equipment and in-game 20 OVERWATCH limitations. 22 LEAGUE OF LEGENDS CONCLUSION CITY INTEGRATION 24 SPATIAL ORGANISATION 25 TECHNICAL NEEDS 26 NEW TECHNOLOGIES 27 FURTHER DEVELOPMENT 28 3 minor major premier ONLINE FREECUP STUDIO SPODEK
    [Show full text]
  • Esports): El Espectáculo De Las Competiciones De Videojuegos
    UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN TESIS DOCTORAL Los deportes electrónicos (esports): el espectáculo de las competiciones de videojuegos MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Marcos Antón Roncero Director Francisco García García . Madrid Ed. electrónica 2019 © Marcos Antón Roncero, 2018 FACULTAD DE CIENCIAS DE LA INFORMACIÓN DEPARTAMENTO DE TEORÍAS Y ANÁLISIS DE LA COMUNICACIÓN DOCTORADO EN COMUNICACIÓN AUDIOVISUAL, PUBLICIDAD Y RELACIONES PÚBLICAS LOS DEPORTES ELECTRÓNICOS (ESPORTS) El espectáculo en las competiciones de videojuegos TESIS DOCTORAL PRESENTADA POR: D. Marcos Antón Roncero DIRECTOR: D. Francisco García García MADRID, 2018 Todas las imágenes y textos con copyright referenciados en el presente trabajo han sido utilizados bajo el derecho de cita, regulado en el artículo 32 del Texto refundido que recoge la Ley de la Propiedad Intelectual (TRLPI) según se recoge en el Decreto Legislativo 1/1996, de 12 de abril. AGRADECIMIENTOS Estamos demasiado acostumbrados a leer agradecimientos, incluso a escribirlos, pero pocas veces se agradece de palabra y de corazón, mirando a los ojos. Que esta página sea una mirada a los ojos para quienes aparecen en ella, pues muchos están lejos y a otros no les agradezco lo suficiente su paciencia, experiencia y visión del mundo, cualidades que me han hecho crecer y madurar para convertirme en quien soy ahora y llevarme a realizar el trabajo que aquí se presenta. Gracias a mis padres por darme los medios y la voluntad para seguir un camino que ellos no tuvieron la opción de elegir. De ellos son todos los logros conseguidos (con y sin títulos de por medio).
    [Show full text]
  • Esports Or Competitive Gaming) Is a Term for Organized Video Game Competitions, Especially Between Professionals
    Electronic sports (also known as eSports or competitive gaming) is a term for organized video game competitions, especially between professionals. eSPORTS Video games now bring in $71 billion in annual revenue. More than the music business and fast catching up to Hollywood. The growth explosion of eSports is in direct correlation to the growth explosion of the internet and social media. On the internet platform, gamers of all skill levels can play on their own, collaborate with others, form partnerships, watch other participants play or film their own games and post them. eSports has tens of millions of novice participants. Just like novice participants in physical sports, these novices want to watch the best in the world play. For the exact same reasons that people watch and go to live professional sporting events, are the exact reasons people watch and go to live eSports events. Whether for pure entertainment, social reasons, love of the game or wanting to enhance their own skills, eSports has loyal fans with huge spending power. Top advertisers, internet sites and the networks have all taken notice. A Brief History 1980’s Atari held the first video game competition, the Space Invaders Tournament, in 1980. It attracted more than ten thousand participants. This tournament, and others like it in following years, sowed the seeds of what would eventually become eSports. 1990’s (First Person Shooter) By the time the 1990s came around, tournaments for arcade and console games had become increasingly common, with companies like Nintendo and Blockbuster sponsoring world championships. 1997’s Red Annihilation tournament for the first person shooter (FPS) “Quake” is widely considered to have been the first real instance of eSports, drawing over 2,000 participants.
    [Show full text]
  • SPYR Looking to Carve out Niche in Fast- Growing Esports Space
    May 18, 2017 SPYR Looking to Carve Out Niche in Fast- Growing eSports Space BONITA, CA -- (Marketwired) -- 05/18/17 -- The headline "Global MMO Games Market to grow with a CAGR of 10.2% by 2025" was blazoned across a digital report about the current online gaming industry. As readers of financial news know, a 10.2% compound annual growth rate is indeed impressive, but the acronym MMO is what tells the real story: Massively Multiplayer Online games or MMOs are growing at a rate that far surpasses the industry's projected 10.2% CAGR. And SPYR, Inc. (OTCQB: SPYR) is paving its way with its flagship MMO game Pocket Starships. To understand the future of gaming it is important to appreciate its history. Not long after Pong made its debut on TV screens across America, students in Stanford University's Artificial Intelligence Lab began playing a game called SpaceWar, and competed in the Intergalactic SpaceWar Olympics for a chance to win a year's subscription to Rolling Stone Magazine. The year was 1972. The 1980s saw Atari's Space Invaders Championships and the creation of The US National Video Game Team, but it was in 1997 when the concept of eSports, or electronic sports, became viable, drawing participation from over 2,000 players to the Red Annihilation tournament for the first person shooter game Quake. Shortly after that, the Cyberathlete Professional League was founded, and in 1999 the league began offering prize money. Mobile gaming (think GameBoy and Tetris) took the industry -- quite literally -- to new places, and allowed players to interact on pocket-size devices.
    [Show full text]
  • Download/90/67> [22 May 2015] Hofstee, E
    An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Master in Science (M.Scs.) At Coventry University Management of Information Technology September 2014 - September 2015 Supervised by: Stella-Maris Ortim Course code: ECT078 / M99EKM Student ID: 6045397 Handed in: 16 August 2015 DECLARATION OF ORIGINALITY Student surname: OLSEN Student first names: ANDERS, HVAL Student ID No: 6045397 Course: ECT078 – M.Scs. Management of Information Technology Supervisor: Stella-Maris Ortim Second marker: Owen Richards Dissertation Title: The Evaluation of eSports: An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Declaration: I certify that this dissertation is my own work. I have read the University regulations concerning plagiarism. Anders Hval Olsen 15/08/2015 i ABSTRACT As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of problem, and further aims to define and measure the main factors that caused the growth of eSports. To further enhance the growth, the benefits and disbenefits of implementing Information Technology Management tools is appraised, which additionally gives an understanding of the future of eSports. To accomplish this, the thesis research the existing literature within the project domain, where the literature is evaluated and analysed in terms of the key research questions, and further summarised in a renewed project scope. As for methodology, a pragmatism philosophy with an induction approach is further used to understand the field, and work as the outer layer of the methodology.
    [Show full text]
  • Brno University of Technology Vysoké Učení Technické V Brně
    BRNO UNIVERSITY OF TECHNOLOGY VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ FACULTY OF ELECTRICAL ENGINEERING AND COMMUNICATION FAKULTA ELEKTROTECHNIKY A KOMUNIKAČNÍCH TECHNOLOGIÍ DEPARTMENT OF FOREIGN LANGUAGES ÚSTAV JAZYKŮ CULTURAL EVOLUTION OF E-SPORTS: CONTENT, CONTEXT AND CULTURE KULTURNÍ VÝVOJ E-SPORTŮ: OBSAH, KONTEXT A KULTURA BACHELOR’S THESIS BAKALÁŘSKÁ PRÁCE AUTHOR Václav Straka AUTOR PRÁCE SUPERVISOR Mgr. Ing. Eva Ellederová VEDOUCÍ PRÁCE BRNO 2018 Abstract This bachelor’s thesis deals with issues of eSports and cultural expressions associated with them. eSport is a term describing playing video games on a professional level. The aim of this thesis is to describe the evolution of the eSport community and the current status of this community in countries where eSports are the most popular. The introductory chapter focuses on the historical development of eSports and the subsequent creation of the professional player base as it exists now. The following chapter describes the status of eSports and the public attitude to them in countries where professional gaming is popular. The next chapter specifies genres of video games that are played as an eSport. Each genre is characterized by its development and features including the examples of the most popular games. Subsequently, the thesis discusses the current profile of a professional eSport player as well as the process of becoming one. It further delves into the representation of gender and race when talking about the eSports industry. The last part of the thesis deals with the cultural framework of video games and the categorisation of eSports. Keywords eSport, fan base, professional player, arcade, tournaments, league, online games, community, MOBA 1 Abstrakt Tato bakalářská práce se zabývá problematikou eSportů a s nimi spojenými kulturními projevy.
    [Show full text]
  • Esports, a Non-Traditional Program for an Unserved Population
    “esports (also known as electronic sports, e- sports, or eSports) is a form of competition using video games. Most commonly, esports takes the form of organized, multiplayer video game competitions, particularly between professional players and teams.” Most Popular Game Types MOBA (multiplayer online battle arenas) RTS (real-time strategies) Fighting games FPS (first-person shooters) October of 1972 Stanford Artificial Intelligence Laboratory 1980 New York City, National Space Invaders Superbowl 1981 – 1983 The Arcade was born Twin Galaxies was founded U.S. National Team The Video Game Masters Tournament (1983) Mid-1981 Walter Day visits 100 arcades The Billy Mitchell Saga The Billy Mitchell Saga 1990’s Red Annihilation Nintendo World Professional Championships Quake Gamers League QuakeCon Starcraft: Nintendo Blood War PowerFest Cyberathlete Professional League 2000’s South Korea - KeSPA United States - ESL France - Electronic Sports World Cup China - World e-Sports Games United Kingdom - XLEAGUE.TV CBS - World Series of Video Games Tournament Twitch.TV Twitch is a popular online service for watching and streaming digital video broadcasts. the live video streaming platform has become the ‘ESPN of esports’ since its creation in 2011 – complete game changer. Made it possible for people playing the games to connect to others and ask questions about game play, strategy etc. For the first time ever, gamers now finally have a true social network suited for them. Main Game Types Team-style (League of Legends) Individual-Style (Streetfighter
    [Show full text]
  • L-G-0008587155-0018076515.Pdf
    Julian Heinz Anton Ströh The eSports Market and eSports Sponsoring Julian Heinz Anton Ströh The eSports Market and eSports Sponsoring Tectum Verlag Julian Heinz Anton Ströh The eSports Market and eSports Sponsoring Tectum Verlag Marburg, 2017 ISBN: 978-3-8288-6648-5 (Dieser Titel ist zugleich als gedrucktes Buch unter der ISBN 978-3-8288-3891-8 im Tectum Verlag erschienen.) Umschlagabbildung: shutterstock.com © Adam Ziaja Alle Rechte vorbehalten Besuchen Sie uns im Internet www.tectum-verlag.de Bibliografische Informationen der Deutschen Nationalbibliothek Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Angaben sind im Internet über http://dnb.ddb.de abrufbar. 5 Dedicated with deep gratitude to my beloved mother Doris and my beloved father Michael who left us too early on 31st of July 2016 6 Table of Content Table of Content ................................................................................... 6 List of Abbreviations ............................................................................ 8 Lists of Images and Tables ................................................................. 11 1 Introduction .................................................................................. 13 1.1 Problem Statement .................................................................... 13 1.2 Disambiguation ......................................................................... 14 2 The eSports Market ......................................................................
    [Show full text]
  • The Evolution of Media Coverage in Professional And
    THE EVOLUTION OF MEDIA COVERAGE IN PROFESSIONAL AND COLLEGIATE ESPORTS A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY MICK TIDROW DR. ROBERT BROOKEY - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA MAY 2020 The Evolution of Media Coverage in Professional and Collegiate eSports 2 ABSTRACT THESIS: The Evolution of Media Coverage in Professional and Collegiate eSports STUDENT: Mick Tidrow DEGREE: Master of Arts COLLEGE: College of Communication, Information and Media DATE: May 2020 PAGES: 81 My thesis research is a comprehensive project looking at the evolution of media coverage in professional and collegiate eSports. Using the methodology of participant observation and interviewing allowed me to find commonalities between the answers of subjects and the data given by other research on the media coverage of eSporting events. I used a theoretical approach tailored toward media management and political economy to demonstrate how the understanding of economics in eSports can further change the media coverage of eSporting events. Media management, while primarily concerned with legacy media, is a theory with the potential to explain the changes eSports is bringing to sports media coverage. The overarching purpose of my thesis is to understand how both professional and collegiate sports coverage emerged from, and responds to, the social practice of eSports, and turns that coverage into a viable form of commercial media. The Evolution of Media Coverage in Professional and Collegiate eSports 3 DEDICATION I dedicate this project to the media who cover eSports and how they are evolving the industry. The opportunity for the media to enhance the eSports industry is quickly advancing.
    [Show full text]
  • Extending Disposition Theory of Sports Spectatorship to Esports
    International Journal of Communication 14(2020), 1049–1069 1932–8036/20200005 Extending Disposition Theory of Sports Spectatorship to ESports LOGAN D. TRENT DANIEL M. SHAFER Baylor University, USA Just as theorists predicted, developments in sports spectatorship technology have changed the way we think about and enjoy sports. Each year, eSports amasses a larger following. Though its existence traces back to the early 1980s, competitive gaming has emerged recently as a superpower that is seemingly impossible to ignore. But why do hundreds of thousands of people gather at their computers, or at sold-out arenas to watch players compete at video games? In this study, eSports are analyzed through the lens of the disposition theory of sports spectatorship. The results indicate that the enjoyment of watching eSports competitions operates similarly to that of traditional sports spectatorship. Familiarity with the teams and the sport or game being viewed seems to be an important factor in how eSports are enjoyed, and evidence suggests that watching eSports engenders the same or similar reactions as does watching traditional sports. This study aims to pave the way for future, more robust research on eSports spectatorship and why people enjoy watching other people play video games. Keywords: eSports, affective disposition theory competitive gaming, sports spectatorship, League of Legends, suspense Amazon purchased the rights to Twitch.tv in August 2014 for nearly $1 billion under the direction of founder Jeff Bezos. At the time, the purchase was surprising to some (Popper, 2014), but it may have foreshadowed the bright future of televised or streamed eSports (Kim, 2014). Now, the city of Arlington, Texas, and NGAGE have constructed a $10 million, 100,000 square-foot eSports arena within walking distance of the Dallas Cowboys’ AT&T Stadium (Dachman, 2019).
    [Show full text]