Razumevanje E-Športa Kot Pravega Športa

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Razumevanje E-Športa Kot Pravega Športa UNIVERZA V LJUBLJANI FAKULTETA ZA DRUŽBENE VEDE Jure Anzeljc Razumevanje E-športa kot pravega športa Diplomsko delo Ljubljana, 2016 UNIVERZA V LJUBLJANI FAKULTETA ZA DRUŽBENE VEDE Jure Anzeljc Mentor: izr. prof. dr. Gregor Petrič Razumevanje E-športa kot pravega športa Diplomsko delo Ljubljana, 2016 Razumevanje E-športa kot pravega športa V zadnjih nekaj letih je E-šport doživel eksponentno rast in se tako prebil med prevladujoče trende. Največje E-športno področje na svetu ima igra podjeta Riot Games imenovana League of Legends. Ko je Riot Games v letu 2009 izdal svojo igro, si ni nihče predstavljal, kako velika bo ta postala. Njihovo prvo svetovno prvenstvo si je leta 2011 preko spleta ogledalo nekaj več kot 1.690.000 ljudi, nekaj sto gledalcev pa ga je spremljalo v živo. Te številke so v zadnjih letih doživele ogromen porast, saj si je finale leta 2015 preko spleta ogledalo več kot 35 milijonov ljudi. V diplomski nalogi bom predstavil zgodovino League of Legends E- športa, kako je Riot vodil njegov razvoj, poskusil najti najbolj veljavno definicijo E-športa in poiskal podobnosti med E-športom in tradicionalnim športom. Moje raziskovalno vprašanje se glasi: »Kateri dejavniki in kako vplivajo na posameznikovo razumevanja E-športa kot pravega športa med igralci in poznavalci e-športa?« Odgovore na to vprašanje bom pridobil s pomočjo spletne ankete. Ključne besede: E-šport, League of Legends, Riot Games, šport, profesionalno igranje igric. Understading E-sports as a real sport In the past few years E-sports went over an exponential growth and quickly became a mainstream culture. The biggest E-sports scene in the world is definitely Riot's League of Legends. When Riot first released their game back in 2009 no one could have imagined how big the game will become. Their Season 1 world championship had a bit over 100,000 viewers and a couple of hundred live spectators. In the past few years League of Legends' E- sport scene grew a lot and in 2015 over 35 million people turned in to watch world championship finals. At the same time League of Legends events started filling big stadiums around the world such as Staples Center and Seoul World Cup stadium. In my thesis I will look over history of League of Legends’ E-sport to see what kind of direction Riot took to get to current state, try to find the best definition of E-sports and look for similarities between E- sports and traditional sports. My research question is “Which factors and how impact people's understanding of E-sports as a real sport among League of Legends players and League of Legends E-sports enthusiasts?«. Key words: E-sports, League of Legends, Riot Games, sport, professional gaming. Kazalo vsebine 1 Uvod ................................................................................................................................................ 6 2 Riot Games in igra League of Legends ........................................................................................... 8 2.1 Riot Games .............................................................................................................................. 8 2.2 Zgodovina strežnikov .............................................................................................................. 9 2.3 Igra League of Legends ......................................................................................................... 10 2.4 Vloge igralcev ....................................................................................................................... 12 3 E-šport ........................................................................................................................................... 13 3.1 Definicija in razumevanje E-športa ....................................................................................... 13 3.2 Zgodovina E-športa v igri League of Legends ...................................................................... 15 3.3 Institucionalno priznavanje E-športa kot pravega športa ...................................................... 20 4 Empirična raziskava ...................................................................................................................... 22 4.1 Zbiranje podatkov .................................................................................................................. 22 4.2 Predstavitev demografije v vzorcu ........................................................................................ 23 4.3 Faktorska analiza ................................................................................................................... 30 4.4 Analiza raziskovalnega vprašanja ......................................................................................... 31 5 Ugotovitve in zaključek ................................................................................................................. 33 6 Literatura ....................................................................................................................................... 35 Kazalo tabel Tabela 4.1: Predstavitev demografskih spremenljivk .............................................................. 23 Tabela 4.2: Predstavitev indikatorjev ....................................................................................... 24 Tabela 4.3: Opisne statistike spremenljivke »Katere profesionalne League of Legends lige spremljaš?« ..................................................................................................................... 224 Tabela 4.4: Opisne statistike indikatorjev zaznave podobnosti med E-športom in tradicionalnim športom ..................................................................................................... 27 Tabela 4.5: Korelacijska matrika.............................................................................................. 29 Tabela 4.6: Komunalitete ......................................................................................................... 24 Tabela 4.7: Faktorske uteži sklopa spremenljivk zaznave podobnosti E-športa in tradicionalnega športa ....................................................................................................... 30 Tabela 4.8: Cronbachove Alfe za sklop spremenljivk zaznave podobnosti E-športa in tradicionalnega športa ....................................................................................................... 31 Tabela 4.9: Odstotek pojasnjene variabilnosti odvisne spremenljivke .................................... 32 Kazalo slik Slika 2.1: League of Legends Summoner's rift polje ............................................................... 13 Slika 3.1: Navijača ekipe Fnatic med ogledom Evropskega LCS-a ........................................ 15 Slika 3.2: Prikaz finalov svetovnega prvenstva skozi leta ....................................................... 18 1 Uvod E-Šport, elektronski šport, profesionalno igranje igric, virtualni šport in »cyber-šport« so različni izrazi, ki jih ljudje uporabljajo za opis pojava profesionalnega igranja video igric preko računalnika in konzol. Ne glede na uporabljeno terminologijo gre za dejavnost, ki hitro širi svojo popularnost in se poskuša prebiti v popularne medije. Tako smo bili priča prvemu predvajanju E-športa na ameriškem športnem programu ESPN2, ki je v aprilu 2015 predvajal zaključni del turnirja »Heroes of the Dorm« (Paresh 2016), organiziranim dogodkom v svetovno znanih arenah, kot so Staples Center, Madison Square Garden in Sangam stadionu, in pa vstopanju imen kot so FC Schalke 04, Rick Fox in Shquille O'Niel v samo E-športno področje. Popularnost in pomembnost pojava E-športa se kažeta tudi v dejstvu, da nekatere fakultete v ZDA ponujajo študentom štipendijo zaradi njihovih dosežkov in spretnosti v E- športu. (Perry 2016). Priljubljenost E-športa se je v Evropo in Ameriko razširila iz Azije, predvsem iz Severne Koreje, kjer je E-šport popularen že več kot deset let in ga lahko oboževalci spremljajo na televizijskem programu, namenjenemu predvsem E-športu (Seth in drugi 2016). Glavna tematika diplomske naloge bo poskus opredelitve pojma E-šport in njegovo razumevanje v kontekstu tradicionalnega športa. Razumevanje E-športa je zapleteno zaradi novosti celotne industrije, kot tudi zaradi mešanja različnih industrij, kot so tehnologija, šport, kultura in poslovanje (Jin 2010). Dodaten problem pri definiciji E-športa nastane zaradi uporabe izraza kot sinonima za vse profesionalno igrane računalniške igre, čeprav se način igranja iger med seboj popolnoma razlikuje. E-šport lahko grobo opredelimo kot profesionalizacijo tekmovanja v igranju digitalnih video iger. To lahko uporabimo kot izhodišče za razumevanja pojava, ki opredeli ključni element E-šport kulture, kjer lahko igralec, v primeru zadostnega znanja in spretnosti v določeni igri, svojo sposobnost uporabi kot primarni dohodek (Hinnant 2013). Z osnovnim razumevanjem definicije E-športa pridemo do naslednjega problema, in sicer do vprašanja, ali lahko E-šport in profesionalno igranje iger spada v isto kategorijo kot pravi šport? Debate o tem segajo vse nazaj v leto 1999, ko se je ustanovila zveza Online Gamers Association (OGA) na Akademiji športa v Londonu. Ustanovitelj asociacije Mat Bettison je 6 že takrat vse presenetil s svojo izjavo: »Ne bo tako dolgo preden bo E-šport predvajan na televiziji na enak način kot tradicionalni šport« (Gestalt 1999). Če želimo ugotoviti, ali E- šport spada v kategorijo pravega športa, je najprej potrebno razumeti naravo in zgodovinsko opredelitev športa. Drewe (2003) trdi, da E-šport
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