Theseus - Selaus asiasanan mukaan "electronic sports"
Viitteet 21-40 / 63
-
Esports event marketing
(2022)The objective of the thesis was to develop event marketing in esports events. There were three research questions in this thesis. Two research methods were used in this thesis. Survey was the quantitative research method ... -
Esports Partnerships from a Consumer's Perspective - Case Pelaajatcom Esports Oy
(2024)This thesis examines consumer perceptions of Pelaajatcom’s sponsors and advertisements shown in the company’s livestreams. It delves into how Pelaajatcom's audience perceives advertisements, and the impact of sponsor ... -
Exploring the eSports environment : A marketing-oriented analysis of the biggest unnoticed sponsoring channel
(2020)Professional video gaming, or “eSports”, has evolved from a leisure activity for nerds to a billion-dollar sport with global reach. This change was unnoticed for years. Now brands are increasingly utilizing professional ... -
Finnish football clubs' understanding and goals regarding e-football
(2023)Tässä opinnäytetyössä tutkittiin Suomen Palloliiton jäsenseuroja. Tavoitteena oli saada selville heidän ymmärryksensä ja tavoitteensa e-jalkapallosta. Kvantitatiivinen tutkimus tehtiin vapaaehtoisella kyselyllä, joka ... -
Finnish League of Legends Esports Governance
(2022)This research explored how Finnish League of Legends community is governed by the Finnish Esports Federation. The objective of the research was to find a clear understanding on how the governing organization currently ...Rajoitettu käyttöoikeus / Restricted access / Tillgången begränsad -
From Casual Player to In-Game Leader: A Pathway to Successful leadership in Tactical Shooter esports
(2024)On the stage of digital competition, where every click is a gunshot and every millisecond lost can spell doom for an entire team, one role stands apart in its gravity and complexity: the in-game leader. Not just a player, ... -
From Competitor to a Professional: case study on counter-strike esports career opportunities in jyväskylä
(2024)The aim of this study was to present the current case of the Counter Strike esports player career opportunities in Jyväskylä, Finland. The research was assigned by the commission from EXEN Esports Oy, a Jyväskylä born ... -
How can Myst1s Gaming develop its E-sports brand based on consumer preferences
(2021)The goal of this thesis was to develop Myst1s Gaming`s E-sports brand based on consumer preferences. The commissioned company is a relatively new start-up and therefore demand for researching the customer motivation is ... -
How ENCE can help develop the eSports market in Finland
(2023)The aim of this thesis was to explore what ENCE can do to help expand the eSports market in Finland. Nowadays, the Finnish eSports market is not very optimistic, especially after the Covid-19 pandemic, some Finnish ... -
How to Start a Career In E-Sports
(2021)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. ... -
How viewers perceive franchising leagues in esports.
(2024)Tämän opinnäytetyön tarkoituksena oli selvittää, onko franchising-malli parempi kuin vaihtoehtoiset liigat elektronisessa urheilussa. Kvantitatiivinen tutkimus tehtiin vapaaehtoisella kyselyllä, joka jaettiin sosiaalisen ... -
Individual Goal-driven Training in Finnish Esports Organizations
(2023)The thesis was commissioned by the Finnish Esports Federation (SEUL ry), which operates as a central or-ganization for competitive esports in Finland. The commissioning party wanted to gain information about the current ... -
Kaunas College "Electrolan" computer network
(2021)The purpose of this project is to create and implement a network in Kaunas college that could be used for e-sports and similar events, with around 100 attendees. At the moment Kaunas college has no network ready to host ... -
Leadership in esports teams
(2023)Tämän opinnäytetyön tavoitteena oli lisätä ymmärrystä johtajuudesta e-urheilutiimeissä. Tavoitteen saavuttamiseksi laadittiin tutkimuskysymyksiä siitä, miten e-urheilutiimien jäsenet kokivat johtajuuden, kenellä he kokivat ... -
Live streaming for individuals and Businesses; Case study of E-sports as a game platform
(2023)The thesis examines the beginnings of live streaming and shadowing, as well as the many live streaming platforms that are currently in use, e.g., Facebook, Wowza, and Twitch, in addition to the necessary hardware and ... -
Mapping Esports: Examining Consumption Habits and Preferences Among 17–30-year-old Hungarians.
(2023)This thesis investigates the consumption patterns of esports-related content and games, as well as the financial expenditures of individuals aged 17 to 30 in Hungary. Esports in Hungary has witnessed remarkable growth in ... -
Marketing and Branding in esports : Significance of player branding to esports organizations
(2021)Esports is a new growing industry that can offer a significant amount of opportunities in sports business, which makes it important to research. The ecosystem and organizations are mostly relying on sponsorship revenue and ... -
Motivational factors for the consumption of esports as entertainment
(2020)The purpose of this qualitative study is to discover what factors function as motivators or demotivators for the consumption of esports as entertainment. It addresses the research question “what are possible motivators or ... -
Opportunities and benefits that video game streaming brings to brands : case Study: Company X
(2021)Over the last few decades, the digital gaming industry has grown significantly becoming one of the most profitable industries in the world. The evolution of competitive gaming gave birth to a new community known as esports. ... -
Performance Impact of Gaming Mice in Finnish CS:GO Organizations
(2023)This thesis investigated the impact of gaming mice on performance in two Finnish CS:GO organizations with active line-ups competing. The research focused on the different brands and models of gaming mice and their effect ...

















