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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Does your gender impact your experience inregulated esports communities? Analyzingexperiences and contributions from participants inan esports Discord server

Eliasson, Lucas January 2023 (has links)
With the growth of esports in recent years, it has become important to study different aspects of thedigital footprints that come with it. Esport is a form of sport competition using video games whereplayers or teams compete against each other using certain games in a competitive environment,governed by rules and regulations. Teams competing in esports work in a similar way as othersports teams. They try to win competitions and build their own fan base. Some fans want tocome closer to the team and other individuals supporting that specific team. Teams create serverson Discord that allows their fan base to interact with each other in a more regulated community.The servers mainly promote the team itself, but they also offer fans opportunities for exclusivecontent and discussions away from public social media channels. Gaming has however been provento offer a toxic environment, specifically against gender minorities. This article investigates howdifferent genders experience toxicity in the more regulated online gaming communities comparedto previously researched areas - multiplayer games, and public social forums.
32

eSport im Kontext des Sportsponsorings

Drews, Lucas 13 September 2012 (has links) (PDF)
Die rasante Entwicklung von Computer- und Informationstechnologie in den letzten Jahrzehnten hat Gesellschaft und Wirtschaft entscheidend beeinflusst. Völlig neue Geschäftsfelder sind entstanden, wie z.B. das der Computerspiele. Computerspiele wiederum implizierten die Entstehung des eSports - eSport ist das Austragen von Wettkämpfen mittels Computerspielen. Bisherige Beiträge oder Analysen zu dieser neuen Sportart sind kaum vorhanden. Vorliegende Arbeit befasst sich mit einem Teilgebiet des eSports: dem Sponsoring. Ziel ist es, die Situation des eSport Marktes im Allgemeinen zu beschreiben sowie Schwierigkeiten und Entwicklungen für das Sponsoring herauszuarbeiten.
33

eSport im Kontext des Sportsponsorings

Drews, Lucas 28 February 2012 (has links)
Die rasante Entwicklung von Computer- und Informationstechnologie in den letzten Jahrzehnten hat Gesellschaft und Wirtschaft entscheidend beeinflusst. Völlig neue Geschäftsfelder sind entstanden, wie z.B. das der Computerspiele. Computerspiele wiederum implizierten die Entstehung des eSports - eSport ist das Austragen von Wettkämpfen mittels Computerspielen. Bisherige Beiträge oder Analysen zu dieser neuen Sportart sind kaum vorhanden. Vorliegende Arbeit befasst sich mit einem Teilgebiet des eSports: dem Sponsoring. Ziel ist es, die Situation des eSport Marktes im Allgemeinen zu beschreiben sowie Schwierigkeiten und Entwicklungen für das Sponsoring herauszuarbeiten.:Abbildungsverzeichnis II Abkürzungsverzeichnis III 1 Problemstellung und Zielsetzung 1 2 Sponsoring 3 2.1 Sponsoring - Begriff und Formen . . . . . . . . . . . . . . . . . . 3 2.2 Ziele . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2.3 Vorteile und Nachteile . . . . . . . . . . . . . . . . . . . . . . . . 7 2.4 Sportsponsoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2.5 Planungsprozess des Sportsponsorings . . . . . . . . . . . . . . . . 10 2.6 Erfolgskontrolle des Sportsponsorings . . . . . . . . . . . . . . . . 12 3 eSport 15 3.1 Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 3.2 Historische Entwicklung . . . . . . . . . . . . . . . . . . . . . . . 16 3.3 Aktuelle Analyse des eSports in Deutschland . . . . . . . . . . . . 23 3.3.1 Spielerzahlen und Spielerprofil . . . . . . . . . . . . . . . . 23 3.3.2 Clans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 3.3.3 Veranstaltungformen und deren mediale Verwertung . . . . 26 3.3.4 Sponsorebene und Sponsormaßnahmen . . . . . . . . . . . 28 3.3.5 Sponsorenpool . . . . . . . . . . . . . . . . . . . . . . . . . 29 3.3.6 Besondere Einflussfaktoren auf das Sponsoring . . . . . . . 30 4 Qualitative Untersuchung zum Sponsoring im eSport 32 4.1 Untersuchungsmethode Experteninterview . . . . . . . . . . . . . 32 4.2 Darstellung und Interpretation der Ergebnisse . . . . . . . . . . . 33 5 Schlussbetrachtung 36 Literaturverzeichnis IV Anhang VIII
34

What's the hype about esports? : A qualitative study about esports consumer motivation

Chang, Zining January 2019 (has links)
Esports som åskådarsport har fått en betydande publik under det senaste decenniet, det lockarnästan en halv miljard människor över hela världen och har även fått stöttning från storakända företag. Anledningen till varför människor tittar på esport är dock fortfarande inte välundersökt. Uses and Gratifications är en metod som fokuserar på åskådare och betraktar demsom aktiva konsumenter. Utifrån Uses and Gratifications teorier är syftet till denna kvalitativastudie att ta reda på vilka faktorer som kan påverka människors motivation att se på esport,samt hur esport definieras av och konsumeras av människor. Tio personer som är intresseradeav esport deltog i semi-strukturerade intervjuer, och resultatet visade att hedonisktillfredsställelse, social tillfredsställelse, funktionell tillfredsställelse och teknologisktillfredsställelse kan alla ha inverkan på konsumtionen av esport. Respondenterna ser esportsom ett bra sätt att passera tid och bli underhållna, de får social tillfredsställelse när deinteragerar med likasinnade personer. I spel kan de dokumentera och visa sina framsteg, ochpresentera och dela information om sig själva i relation till esport. De flesta respondenternaser fram emot esports framtid. / Esports as a spectator sport has gained a significant audience during the last decade, attractingalmost half a billion viewers worldwide and input from large well-known companies, but thereason as to why people watch esports is still not well studied. Adopting uses and gratificationapproaches - which is an approach that focuses on the audience and view them as activeconsumers, the aim of this qualitative study is to learn about what factors influence peoples’motive to watch esports, as well as how esports is being defined by people and how it isconsumed. Ten people who are interested in esports participated in semi-structured interviews.The result showed that hedonic gratification, social gratification, utilitarian gratification andtechnology gratification all can have impact on the consumption of esports. The respondentsconsider esports as a good way to pass time and to be entertained. They gain socialsatisfaction when interacting with likeminded people. In games, they are able to documentand show their progress, and to present and share information about themselves in relation toesports. Most of the respondents look forward to the future of esports.
35

Perfil nutricional en deportistas de un centro de tecnificación. Implementación de un programa piloto de educación nutricional

Martínez Andreu, Sonia 22 March 2013 (has links)
En cada etapa del ciclo vital es necesaria una ingesta que cubra los requerimientos basales y las necesidades propias debidas a la actividad física desarrollada. El crecimiento producido durante la adolescencia supone un incremento en la demanda energética, que debe ser cubierta para asegurar un desarrollo óptimo. El objetivo general es conocer el estado nutricional de los deportistas pertenecientes al centro de tecnificación de las Islas Baleares y determinar los efectos de un programa piloto de educación nutricional en el grupo de gimnasia artística. Los resultados obtenidos revelan la existencia de una ingesta energética insuficiente en la población adolescente deportista. Por otra parte, en el grupo de gimnasia artística observamos una baja ingesta energética total con una distribución inadecuada de macronutrientes. El programa de educación nutricional mejora los niveles de conocimientos y de calidad alimentaria.
36

E-xcursionismes 2.0. L'excursionisme català a l'inici del segle XXI. Una visió des de l'antropologia

Roma i Casanovas, Francesc 27 January 2010 (has links)
Aquesta tesi estudia la situació social de l'excursionisme a la Catalunya dels primers anys del segle XXI des de la perspectiva de l'antropologia de l'esport. Temàticament es divideix en dues parts clarament diferenciades. La primera d'elles fa una anàlisi descriptiva de la situació actual d'aquest fet social des d'aproximacions quantitatives i qualitatives. En la segona part s'estudien les noves comunitats virtuals que estan sorgint i que serveix per vehicular la sociabilitat pròpia d'aquest moviment. L'estudi analitza les principals línies de futur del fet excursionista a Catalunya. / Esta tesis estudia la situación social del excursionismo en la Cataluña de los primeros años del siglo XXI desde la perspectiva de la antropología del deporte. Temáticamente se divide en dos partes claramente diferenciadas. La primera de ellas hace un análisis descriptivo de la situación actual de este hecho social desde aproximaciones cuantitativas y cualitativas. En la segunda parte se estudian las nuevas comunidades virtuales que están surgiendo y que sirven para vehicular la sociabilidad propia de este movimiento.El estudio analiza las principales líneas de futuro del hecho excursionista en Cataluña. / This thesis examines the social situation of mountainneering in Catalonia in the early years of the 21th century from the perspective of anthropology of sport. Thematically is divided into two clearly differentiated parts. The first part is a descriptive analysis of the current situation of this social fact from quantitative and qualitative approaches. The second part focuses on the new virtual communities that are emerging and which serves to convey sociability characteristic of this movement.The study shows the main lines of future hikers made in Catalonia.
37

How do sport and eSport enthusiasts perceive brand image? : A study in the context of sponsorship

Vongehr, Emeline, Dal Re, Annasilvia, Garzon Viteri, Jose Daniel January 2018 (has links)
In October 2017, the Olympic Committee rendered official its decision to consider electronic sports (eSports) as sports. The global eSports market was valued at nearly 493 million U.S. dollars in 2016, with 80% of the revenues coming from sponsorship. Sponsorship has become an important matter for organizations, since it can be a powerful tool to establish or change a company’s brand image; indeed, more than 600 sponsorship agreements were signed in 2016 in the eSport industry. This paper aims at finding out how do sport and eSport enthusiasts differ in their perception of the brand image of a sponsoring brand. The study was conducted by using combined research methods. First, we used a qualitative approach with semi-structured interviews, in order to get a better understanding of the general context. Then a questionnaire was used to fully understand the differences and similarities between sport and eSport enthusiasts, and to identify the variables that impact the sponsorship response (measured by favour, interest, and use). The variables studied were event image, perceived fit, attitudes towards the brand as a sponsor, brand personality, brand associations, self-concepts and brand identification. The results show that sport enthusiasts are more impacted by factors such as brand identification and self-concepts, while brand associations matter for both groups.
38

COOPERATIVE EMOTIONAL INTERACTION IN VIRTUAL COMPETITIVE GROUP ACTIVITY

Olsson, Josefine, Vahlroos, Riikka January 2018 (has links)
This study examines emotional interaction within virtual competitive group activity. The participants are 5 Counter-Strike: Global Offensive (CS:GO) players who belong to the same team. The study is an observational study in a naturalistic setting that utilizes an inductive- deductive approach. The study uses a methodology developed specifically for video-based research as well as Ethnomethodological conversation analysis (EMCA). The data consists of video and audio recorded on the participants’ computers during a match. The results illustrate how players utilize emotional interactions in different ways during a virtual competitive group activity. The interpretations of the data were based on two theories: The Emotions as temporal interpersonal system (TIES) model and the Emotions as social information (EASI) model. Using the TIES model, instances of co-regulation and co-dysregulation in the participants’ interactions during the match are explored. Using the EASI model, the participants’ use of emotions as information was examined. Our interpretations indicate that players use emotions in their interactions during a virtual competitive group activity and partake in interactions where the emotional content escalates and de-escalates. We suggest that these findings should be taken into consideration when developing training programmes for esports athletes and that further research on emotional interactions within competitive virtual context is possible. / Den här studien utforskar kooperativ emotionell interaktion inom virtuell tävlingsinriktad gruppaktivitet. Deltagarna är 5 Counter-Strike: Global Offensive (CS:GO) spelare som tillhör samma team. Studien är en observationell studie i en naturalistisk miljö. Studien använder sig av ett induktiv-deduktivt förhållningssätt. Materialet analyserades med hjälp av en metodologi utvecklad speciellt för analys av video samt en kombination av etnometodologi och samtalsanalys (EMCA). Materialet bestod av ljud och videoinspelningar under en match. Resultatet illustrerar hur spelarna på olika sätt använder sig av emotionella interaktioner under en virtuell tävlingsinriktad gruppaktivitet. Tolkningarna av data gjordes utifrån två teorier: Emotioner som temporalt interpersonellt emotionssystem (TIES) och Emotioner som social information (EASI). Med hjälp av TIES-modellen utforskar studien exempel på samreglering (co-regulation) och samdysreglering (co-dysregulation) i deltagarnas interaktioner under matchen. Med hjälp av EASI-modellen, utforskades deltagarnas användning av emotioner som information. Våra tolkningar tyder på att spelare använder sig av emotioner i sina interaktioner under en virtuell tävlingsinriktad gruppaktivitet och deltar i interaktioner där det emotionella innehållet eskalerar och de-eskalerar. Vi föreslår att hänsyn borde tas till dessa resultat i utvecklingen av träningsprogram för atleter inom esport samt att vidare forskning kring emotionella interaktioner inom virtuell tävlingsinriktad kontext är möjlig.
39

Vývoj a postavení audio komentáře ve sportovních počítačových hrách od roku 1998 do současnosti / Evolution of audio commentary in sports computer games since 1998

Plášil, Václav January 2020 (has links)
This diploma thesis are describing the evolution of audio commentary in sports computer games since 1998. As the subject for the research was selected the FIFA game series, currently the best-selling game of virtual sports category. The objective of the analysis is to find out under which circumstances could this game includes the Czech version of audio commentary. Structurally this diploma thesis is divided into theoretical and research part. The first part describes the theoretical aspects of the researched issue. Describes the evolution in the video game industry from its beginnings to the present time, including the phenomenon of the eSports that is described in the second chapter. The theoretical part concludes with an analysis of methods, elements and specifics, for commentating of a sporting events. At the beginning of the research, this analysis is confronted with the specifics of the word algorithm for audio commentary used in the FIFA game series. Final SWOT analysis describe evaluation of the current state of evolution in the video game industry with the focus on the subject of this diploma thesis, audio commentary in the FIFA game series and possible return of the Czech version of audio commentary into the game. Keywords Commentating, FIFA, pc games, videogames, word algortihm,...
40

Klient- och serversvarstider för MVC-ramverken Symfony och CodeIgniter : Vid användning template engines och esport-data / Client and server response time for MVC frameworks Symfony and CodeIgniter : Using template engines and esport data

Nilsson, Oskar January 2023 (has links)
Användningen av PHP-ramverk baserade på arkitekturmönster MVC är mycket populära inom webbutveckling tack vare att de tillhandahåller sätt att återanvända funktionalitet och logik samt en tydlig struktur. Valet av ramverk är dock inte alltid lätt och det finns många olika variabler att överväg, en väldigt viktig variabel för många utvecklare och användare är svarstider. Genom att mäta svarstider på både klient- och serversidan kommer denna studie att undersöka vilket av de två ramverken Symfony, med sin template engine Twig, och CodeIgniter, utan en template engine, som har lägst svarstider vid hämtning och rendering av data. Båda ramverken har använts för att skapa var sin webbapplikation med samma funktionalitet och därefter har ett empiriskt experiment genomförts genom olika typer av sökningar efter data baserat på ett esport-dataset. Resultatet visar på att CodeIgniter har kortare svarstider än Symfony vid både hämtning och rendering av data oavsett mängden data. I framtiden kan det vara värdefullt att undersöka hur mängden data relaterar till svarstider för Symfony och CodeIgniter vid större mängder data.

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