Esport bar in Finland : a feasibility study
Castellin, Claudio (2022)
Castellin, Claudio
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022060716208
https://urn.fi/URN:NBN:fi:amk-2022060716208
Tiivistelmä
Since their first appearance in 1958, videogames have been a growing phenomenon, their latest expression being competitive gaming, or eSport. From the first tournament in 1972, gaming has become more and more a recognized and widespread activity, and eSport Bars represent the next step of this evolution. The purpose of this research is to determine the characteristics defining this business, the activities needed to enact them, and the value these constitute.
This study covers the history, the current state, and the foreseeable future and growth of the eSport phenomenon. The research offers notions of abstract business modelling, with emphasis on elements of the business model canvas. Furthermore , it provides an overview over observation-based data gathering with its distinctive methodologies. It covers a case study pertaining Finnish eSport-related businesses, as well as foreign realities, and pertinent environmental factors. Through this process, a set of defining and competitive features is listed, and later analyzed with the aid of pertinent elements of the business model canvas.
This study covers the history, the current state, and the foreseeable future and growth of the eSport phenomenon. The research offers notions of abstract business modelling, with emphasis on elements of the business model canvas. Furthermore , it provides an overview over observation-based data gathering with its distinctive methodologies. It covers a case study pertaining Finnish eSport-related businesses, as well as foreign realities, and pertinent environmental factors. Through this process, a set of defining and competitive features is listed, and later analyzed with the aid of pertinent elements of the business model canvas.