Theseus - Selaus asiasanan mukaan "digital games"

    • Monetization in Esports Events in Finland 

      Afonina, Alexandra (2024)
      Esports has become a fast-growing industry during the past decade, gathering a growing audi-ence. Esports events are becoming more popular all around the world. This thesis aimed to analyze monetization of esports events ...
    • Motivational factors for the consumption of esports as entertainment 

      Åkers, Joakim (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 ...
    • Multiplayer game development with Unity and Photon PUN : a case study: Magic Maze 

      Dao, Quan (2021)
      This study demonstrates the development process of a multiplayer game using the Unity game engine with the Photon PUN plugin. The goal of the project was to develop a multiplayer game with sole focus on the technicalities ...
    • Myth-NFT game 

      Tien, Doan (2022)
      A Unity game with NFT in-game items that can be bought and sold on a smart contract marketplace platform. Blockchain has been taking the technology world by storm since 2009 and since forever change the humankind’s conception ...
    • Non-Fungible Tokens: NFT Games 

      García Corbí, Azael (2022)
      The thesis work studied the current situation of blockchains, non-fungible tokens and blockchain games. Since the appearance of the Bitcoin blockchain new blockchains and utilities have been discovered to be implemented ...
    • Online identity in VRChat 

      Järvelä, Jerry (2023)
      This study delves into the author's long-standing fascination with social virtual reality and online identity, shaped by personal experiences spanning over 4000 hours in VRChat. The immersive nature of virtual reality, ...
    • Optimization of 3D Models for Mobile Games: Balancing Quality and Performance 

      Ruti, Ville (2024)
      Mobile gaming has reached a new level of popularity in recent years with an increasing number of people playing games on their smartphones daily. While smartphones have advanced significantly in terms of technology ...
    • Organizing an on the move gaming event for adolescents 

      Boche, Dean (2023)
      The aim of this thesis was to familiarize the reader with the core Idea and concept of “pelipaku” event and what it entails and how to set up said event. The thesis the concept of game educations along with what what ...
      Rajattu käyttöoikeus / Restricted access / Tillgången är begränsad
    • Performance Impact of Gaming Mice in Finnish CS:GO Organizations 

      Järvi, Leevi (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 ...
    • Phenomenon of eSports 

      Pissarev, Deniss (2023)
      This research explores the world of eSports, a rapidly growing industry that has emerged at the intersection of video games, sports, and entertainment. The eSports industry is something that people often do not recognize ...
    • Popularity of user interface modifications in World of Warcraft Classic 

      Parkkinen, Hannes (2022)
      World of Warcraft has been a popular game for a long time. User interface modifications called addons have always been a big part of the game. In 2019 Blizzard Entertainment released World of Warcraft Classic which is a ...
    • Profiling an Esports Tournament Visitor: Understanding the Local Impact and Value of an Esports Event 

      Kapiainen, Joonas (2022)
      The world of competitive gaming has grown exponentially in recent years, in Finland and internationally. As the restrictions of COVID-19 have slowly lifted, Espoo is hosting an esports tournament “Elisa Masters Espoo 2022” ...
      Rajoitettu käyttöoikeus / Restricted access / Tillgången begränsad
    • Promoting the event for game developers to Japanese market – Case: Game Developers World Championship 

      Fukuda, Hanako (2021)
      The commissioner of this thesis is GDWC – the Game Developers World Championship, which is an online event for game developers and the managements are based in Finland. The author had practical training at GDWC in 2020 and ...
    • Psychological Aspects of Esports Development in the Russian Federation 

      Khusenskaya, Mirra (2023)
      This thesis explored the study of psychology in the context of esports and aimed to uncover the complex in-terplay of cognitive and emotional factors that influence player performance. The main objective of the study was ...
    • Release and marketing plan for a PC indie video game 

      Salminen, Aleksi (2024)
      This work aimed to bring value to those interested in independent game development working on their first games. The goal was to find out information about different release platforms, such as what would be the requirements, ...
    • Significance of Esports in The Middle East Region- MENA (Various Developments) 

      Hassan, Hesham (2024)
      In the last few years, esports has been a mind-blowing international revolution that has gained remarkable perception as a real professional sport. There are not enough wide-scope analyses regarding the effect of ...
    • Social Media Content Strategy : Case: KOVA Esports 

      Puumalainen, Santeri; Lindeman, Niklas (2020)
      Tämä opinnäytetyö on toteutettu toimeksiantona organisaatiolle KOVA Esports, joka on erikoistunut eurheiluun. Opinnäytetyön tavoitteena oli selvittää, ketkä ovat organisaation sosiaalisen median seuraajia ja millaista ...
    • Storytelling in visual novels 

      Syvänen, Siiri (2023)
      Tässä opinnäytetyössä käsitellään tarinankerrontaa visuaalisten novellien näkökulmasta. Visuaalisissa novelleissa tarinankerrontaa voidaan edistää audio-visuaalisin keinoin. Tarinan perustana se mahdollistaa juonen ...
    • Storytelling through interaction 

      Pahlstén, Timi (2022)
      Vuorovaikutus ja interaktiivisuus ovat videopelien kulmakivi, jotka erottavat ne muusta mediasta, kuten kirjoista ja elokuvista. Tämän opinnäytetyön tarkoituksena oli tutkia, mitä vuorovaikutuksen menetelmiä videopeleissä ...
    • Streaming as an income source 

      Kaski, Timo (2019)
      Live streaming has become quite a large phenomenon, and, in my thesis, I’ll investigate it not only from a technical point of view, but also from profitability or monetization point of view. The starting point is me having ...
      Rajattu käyttöoikeus / Restricted access / Tillgången är begränsad