Theseus - Selaus asiasanan mukaan "electronic sports"
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AFK! : Injury prevention and performance interventions for esports players
(2023)The world of esports has rapidly gained popularity in recent years, with an increasing number of players competing professionally. However, the sedentary nature of esports and constant repetitive movements have led to ... -
Application of digitalization and technology in developing digital marketing for the e-sports industry in Vietnam
(2022)The E-sports industry is being developed all over the world and has become one of the most iconic industries in many countries, and Vietnam is one of them. However, the perspective of e-sports in Vietnam could be more ... -
Benefits of physical training in esports: do esports players experience physical training beneficial for successful gaming?
(2020)The purpose of this survey was to collect straight data from esports players globally to find out the possible similarities about experiencing physical training beneficial and how it contributes to more successful ... -
Carpal Tunnel syndrome symptoms in Esports players
(2020)Abstract The thesis study was conducted to identify the risk factors for Esports players when it comes to developing Carpal Tunnel syndrome, how prevalent the symptoms are, and what preventative measures can be taken based ... -
Cold Email Marketing Effectiveness and Localisation in Esports
(2021)Recently, Techsembly, an eCommerce and SaaS localisation solution company, has reached its second anniversary. Celebrating this anniversary, Techsembly has announced that they are looking into marketing their products and ... -
Development and Forecast of Esports Industry
(2022)The purpose of this master thesis is to introduce readers to the electronic sports (esports) and video game markets, their historical development, and to identify and analyze the market growth based on selected as- pects. ... -
Development of an esports HUD for Counter-Strike 2
(2024)Esports is in a stage of constant growth. Esports tournaments grow in scale, prize money, and the number of concurrent viewers. Every year the minimum requirements from various studios and tour-nament operators for tournament ... -
Development of Digital Marketing in Esports
(2020)Electronic sports or esports nowadays is a billion-dollar industry with a multimillion au-dience rapidly growing worldwide. Esports industry is reaching its momentum during the past few decades and expected to become the ... -
Diversifying Income Streams: Monetization and Commercialization Strategies for ENCE Academy
(2024)Esports has grown rapidly and has become a global industry that attracts millions of fans around the world. The level of competition at the top is fierce, and the demand for structured academy programs has increased. These ... -
Effective self-improvement methods for climbing in League of Legends soloque
(2023)The goal of this thesis is to examine different types of training methods which a player can use to improve at League of Legends ranked ladder. This is called soloque, where a player can que into a match with other random ... -
Effects of Caffeine on Performance in Esports
(2022)Tämän opinnäytetyön tavoitteena oli tutkia kofeiinin vaikutusta suorituskykyyn e-urheilussa. Tutkimuksessa kerättiin dataa jota analysoimalla osoitetaan pitäisikö e-urheilijan käyttää kofeiinia jos hän haluaa optimoida ... -
Effects of Sleep on Competitive Esports Performance - Case EXEN Esports
(2022)This thesis was conducted to examine the effects of sleep on player performance in competitive esports. The research aimed to gather qualitative data on esports athletes’ sleep and its effects and provide answers on whether ... -
Emerging markets in global esports: Opportunities and Challenges
(2024)The rise of Esports marks the digital entertainment's great transition, in which tech and global social collaboration are integrated. The thesis explores how esports is reshaping cultural norms, economic frameworks, and ... -
Employment opportunities in esports : do Raahen porvari- ja kauppakoulu’s esports studies meet the needs of the esports industry?
(2021)Esports industry has seen massive growth in the past decade. The audiences are growing, the tournament prizes are growing, and subsequently the esports organizations are growing. However, the business side of esports and ... -
Engaging of a competitive player in esports organization
(2021)Tutkimuksen tavoitteena oli selvittää, mitkä tekijät sitouttavat kilpapelaajan e-urheiluorganisaatioon ja löytää kohdeorganisaatio KOVAlle tapoja sitouttaa pelaajat paremmin organisaation toimintoihin. Työssä käytettiin ... -
ESGE's journey. Developing esports Kymenlaakso. Lessons learned and future ambitions
Xamk Inspiroi 44 (Kaakkois-Suomen ammattikorkeakoulu, 2022)The ESGE project has come to an end. It’s been quite a ride! When we started in late 2019, we could only imagine small parts of what actually might happen. Now in 2022, we can be grateful about the many different projects, ... -
Esport Business Models in Finland
(2023)This thesis examines the evolution of esports business models, highlighting factors contributing to their success and the challenges they face. Through a theoretical framework and qualitative research, we explore various ... -
eSports : from a competition to a billion-dollar industry : Tencent Ltd case study
(2022)The goal of this paper is to explore the potential for eSports to become a billion-dollar industry through its growth as a competitive form of entertainment. In order to achieve this objective, this paper will examine ... -
Esports and Podcasts: Developing HAMK Gaming Academy’s Brand with an Esports Podcast
(2021)Opinäytetyön tavoitteena oli luoda asiakkaalle ohjeistus podcastin kehittämisestä, joka tukee ja vahvistaa asiakkaan brändiä. Asiakkaalle luotiin heidän tarpeisiinsa sovellettu pohja sisältöstrategialle. Opinäytetyön ... -
Esports as a business model: case: League of Legends
(2023)Esports has become a booming industry, gathering a growing audience, and becoming a focus of multinational technology companies. The study aimed to examine esports as a new business market, showcasing the game League of ...



















