Haku
Viitteet 1-9 / 9
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 ...
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” ...
Finnish League of Legends Esports Governance
(2022)
This research explored how Finnish League of Legends community is governed by the Finnish Esports Federation. The objective of the research was to find a clear understanding on how the governing organization currently ...
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 ...
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 ...
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 ...
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 ...






