Haku
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The Impact of the COVID-19 Pandemic on Esports, Motorsports and Simracing
(2023)
This thesis discusses the complex effects of the Coronavirus pandemic on esports, motorsports, and sim racing, three unmistakable however interconnected domains of sports and entertainment. Before the pandemic, esports, ...
Psychological Aspects of Esports Development in the Russian Federation
(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 ...
LiveOps Product Management for Mobile Games
(2022)
Tuotehallinta on uusi asiantuntijataito pelialalla vielä tällä hetkellä vuonna 2022. Se on osa uutta liikettä, joka on mullistanut tavan tehdä pelejä. Tuotepäälliköt tulivat pelialalle, kun ilmaispeleistä tuli suosittuja ...
The Impact of Toxic Behaviour on First-Person Shooter Players
(2023)
First-person shooter (FPS) games are intensely competitive, demanding coordination and teamwork, making communication and collaboration indispensable for success in the in-game experience. Nevertheless, toxic behaviour ...
Why Esports Should Have a Place in the Olympics
(2023)
After esports made an appearance as a demonstration sport in the Jakarta Asian Games, it has once again come into question whether esports can be a sport in the Olympics. Although in recent times, esports has seen a ...
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 ...
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 ...
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 ...
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 ...
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 ...









