Haku
Viitteet 21-25 / 25
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 ...
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 ...
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 ...
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, ...
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 ...




