Haku
Viitteet 11-14 / 14
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 ...
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 ...
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 ...



