Theseus - Selaus asiasanan mukaan "online games"
Viitteet 1-20 / 26
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A JavaScript Finite-state Game Engine for Multiplayer Turn-based Games
(2022)The Kaiserstuhl Oy company has initiated the Rinki quiz game project with the ambition of obtaining trivia market leadership. This thesis aims to build the Rinki engine which is a game engine for the Rinki quiz game. The ... -
Consumer Behavior of League of Legends Players
(2023)The purpose of this thesis was to find out why players buy purely aesthetic virtual goods in the free-to-play video game League of Legends, how often do they buy them and what are the reasons they spend money on them. The ... -
Developing an online multiplayer game in Unity
(2023)The objective of this thesis was to examine the tools and methods for multiplayer game development offered by the Unity game engine – one of the most popular game engines currently on the market. Only tools provided by ... -
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 ... -
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 ... -
ESGE ESPORTS: Effects of competitive play in gaming consumption
(2024)Esports has proven itself to be an ever-growing industry. Competitive play, the platforms and various channels through which players consume media around it, is an essential part of this growth. The way competitive and ... -
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 ... -
Game And Learn : The new approach to studying
(2019)This thesis is aimed to explain the benefits of studying by playing games along with a demonstration of a working application. The thesis describes method of the study with games while discussing the pros and cons as a ... -
"Gaming" i tonåren : en kvalitativ undersökning om ungdomars egna uppfattningar om sitt videospelande
(2022)Syftet med detta arbete är att undersöka hur ungdomar själva uppfattar sitt spelande. Vi undersöker hur ungdomarna objektivt ser på sitt spelande. Vilka positiva samt negativa effekter som dom själva kan se. Videospelandet ... -
How Roblox can attract more adult players: a case study of a Finnish start-up
(2023)The objective of this thesis project was to provide recommendations to a Finnish independent game company, NaDa Studio, for creating its first game on the gaming platform Roblox. The game is intended to attract family ... -
Live Service Games : changes in videogame production
(2021)The purpose of this thesis was to describe the lifecycle of videogames and how it has evolved. As video games have risen to be a prominent entertainment medium, new products are developed constantly, and most game’s lifecycle ... -
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 plan for company X, online gaming corporation : tool for investor relations
(2021)Tämän liiketoimintasuunnitelman / markkinointisuunnitelman tarkoituksena on kerätä 3 500 000 dollarin kehitysrahoitus Company X Ltdn online-pelien ja verkkosovellusten markkinointiin sekä tuotemerkkien rekisteröintiin. ... -
Microtransaction Structures in Digital Card Games
(2024)Digitaaliset keräilykorttipelit ovat erittäin suosittu videopeligenre, jolla on keskeinen rooli peliteollisuudessa. Niitä tukee enimmäkseen kaupallistamismalli, joka keskittyy mikrotransaktioiden tukemaan, ilmaiseksi ... -
Microtransactions and Their Usage
(2022)The main idea for this thesis came from the author’s personal knowledge and interest in the gaming in-dustry. The author is strongly interested in studying the ongoing phenomenon of microtransactions. The author actively ... -
Monetization in Esports Events in Finland
(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 ... -
Netcode Improvements for a Mobile First-Person Shooter Game
(2023)This thesis details on the work done to improve netcode in a first-person shooter game for mobile platforms, while being employed as a Junior Programmer for the owners of the game. These netcode improvements updated the ... -
Popularity of user interface modifications in World of Warcraft Classic
(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 ... -
Release and marketing plan for a PC indie video game
(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, ... -
Teaching equality in vocational education through a game practice. Experientially and emotionally involving teachers and students
(Jyväskylän ammattikorkeakoulu, 2019)



















