Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 4 of 4 for “"Electronic Sports"”.
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Comparing traditional sports and electronic sports
Electronic sports (eSports) viewership numbers have been growing over the years. Video games such as League of Legends, Counter Strike: Global Offensive, or Hearthstone: Heroes of Warcraft have a large following. During the League of Legends regular season matches, 250,000 people regularly tune in …
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Mapping the contemporary esports ecosystem
Electronic sports (esports) appeared in the public eye around 20 years ago. As a newly emerged industry, it has developed rapidly in the recent decades. This study aimed to: (1) explore key stakeholders of the contemporary esports industry, (2) explore real situations of operation and cooperation …
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Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea
eSports, an abbreviation of electronic sports, is a virtual leisure activity (KeSPA, 2011). eSports has been developed through online networks and game software development (Jonasson & Thiborg, 2010), and has commanded national attention and popularity in South Korea. Within cyberspace linked over …
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Intercultural Relation Between Sports and E-sports: Opening a Gateway for Sports Education /
In this thesis the application of sports education possibilities for e-sports players, based on cultural similarities between sports and e-sports is researched. The research is relevant and significant because sports education in e-sports has not been previously researched, even though cultural and …