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Survey on Esports Player Organizations in Finland

Ylönen, Saana (2020)

 
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Ylönen, Saana
2020
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202003253871
Tiivistelmä
This thesis was commissioned by the Finnish Esports Federation (SEUL). SEUL is working as a national union for computer, console, mobile and other electronic sports in Finland. SEUL strives to increase the visibility of esports in Finland and participates in esports industry research, development, protection of player’s interests and communication.
The aim for this Bachelor’s thesis was to collect information and analyze the data related to the size, structure and actions of esports player organizations in Finland. Electronic sports in Finland is a constantly developing industry. Since esports industry is quite young, the amount of research data is minor in every division of esports. This thesis focuses on player organizations because of the author’s own interest. The content of the thesis provides exact numeric information about working roles, activity, and professional players in Finnish esports organizations. The thesis provides an information base that can be used for comparison purposes in later stage, when following the development of Finnish esports organizations. In addition, this thesis highlights some of the current challenges in player organization actions, and esports player professionality.
As a suggestion from the principal or client , the research data was collected mainly with phone interviews. The responses were collected to a questionnaire form and transferred to figures that help to interpret and examine the data. The total number of respondent organizations was fifteen and it can be considered as a convincing sample group, especially because the available organization sampling is still very limited in Finland. The mission for the research was to gather information that would benefit people who are working in the industry, mainly by introducing some topics that would need most attention in the future development work.
The research displayed that policies in the industry are still shaping, especially regarding to youth work, player contacts and compensations. This research is one of firsts in Finland in its own area, and addresses that further research would be extremely important, especially if we wish to understand how esports industry is developing in Finland in the future.
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