"digital games" - Selaus asiasanan mukaan Kajaanin ammattikorkeakoulu
Viitteet 1-14 / 14
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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 ... -
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 ... -
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 ... -
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 ... -
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 ... -
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 ... -
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 ... -
Profiling an Esports Tournament Visitor: Understanding the Local Impact and Value of an Esports Event
(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 -
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 ... -
The Impact of GetOnline LAN Party on Youth and Young Adults: A Case Study of Garde-Party in Kajaani, Finland.
(2024)The goal of this thesis was to examine how GetOnline LAN Party affects young individuals in Kajaani. The thesis studied their experiences, social interactions, and personal development during and after the event. The ... -
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, ... -
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 ... -
University-industry Collaborations with Esports Curriculum – the European Student Perspective
(2023)This thesis aims to provide a deeper understanding of the various benefits and barriers surrounding university-industry collaborations (UICs) within the gaming and esports ecosystem through the perspective of students. The ...Rajoitettu käyttöoikeus / Restricted access / Tillgången begränsad -
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 ...











