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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.
151

Feature development for esports broadcasts with a focus on the intermission between matches / Funktionsutveckling för esportssändningar med ett fokus på pauser mellan matcher

Söderin, Jonathan January 2017 (has links)
In a world where esports is growing quicker than ever and is looking towards traditional sports for guidance, taking a look at the format of both esports broadcasts and online streaming in general can give beneficial insights. This paper aims to evaluate if the format of esports broadcasts should no longer let itself be influenced by traditional sports and instead follow the habits and motivations behind esport’s online viewership itself. With a focus on the breaks and intermissions between matches in esports broadcasts, this paper takes a closer look at user behaviour during these specific timeframes and how to leverage these insights for feature development on broadcasting platforms. To best understand the online esport audience, a qualitative research method was employed. Semi-structured interviews with six viewers of esports and four industry professionals were conducted in order to gather valuable data. What can be seen from the study is that the biggest contribution for enjoyment when watching esports is the aspect of seeing skilled teams and individuals face-off in a quality oriented production. The motivation of being inspired and learning from watching esports is greatly valued. The study also reveals that viewers are more interested in individual esport competitors rather than teams. As an outcome, future broadcasting platform features should focus on learning how specific individuals succeed and where others do not. Features for the breaks and intermissions of broadcasts should have a strong focus on sound rather than visuals as viewer behaviours indicate that they want to do other activities simultaneously. Content that can be consumed using only sound during breaks is therefore advised even though the visuals should not be forgotten completely. / I en värld där esport växer snabbare än någonsin och tittar på traditionell sport för vägledning, kan man genom att observera formatet för både esportsändningar och online-streaming generellt bidra med nya insikter. Denna rapport syftar till att utvärdera om formatet på esportsändningar inte längre bör inspireras endast av traditionell sport och istället inspireras av vanor och motivationer bakom användarnas esportstittande. Med fokus på pauser mellan matcher i esports-sändningar, tittar denna rapport närmare på användarbeteendet under dessa specifika tidsramar och hur man kan utnyttjar dessa insikter för funktionsutveckling på sändningsplattformar. För att förstå esportspubliken användes en kvalitativ forskningsmetod. Semi-strukturerade intervjuer med sex användare och fyra experter inom branschen genomfördes för att samla in data. Vad som kan ses från studien är att det användare uppskattar som mest när de tittar på esport är att se skickliga individer samarbeta som ett lag i en produktion av hög kvalité. Att bli inspirerad och att lära sig av esport är en av de viktigaste motivationerna för att se på esport enligt användarna. Studien kommer även fram till att användare är mer intresserade av de enskilda esportspelarna snarare än lagen. Som ett resultat av detta bör sändningsplatformar fokusera på att utveckla funktioner som underlättar för användarna att lära sig hur specifika individer lyckas och varför andra inte gör det. Funktioner för pauserna i sändningar bör ha ett starkt fokus på ljud snarare än bild då användarnas beteenden indikerar att de vill göra andra aktiviteter samtidigt. Innehåll som kan konsumeras med endast ljud under pauser rekommenderas därför, även om den visuella aspekten inte ska nedprioriteras helt.
152

Does esports participation help in developing computer literacy skills?

Bodnarescu, Mihai Gabriel, Granstedt, Jacob January 2023 (has links)
In this paper, we have focused on possible connections between Esports, more narrowly League of Legends, and increased Computer Literacy Skills.  The purpose of this study was to research Esports and Computer Literacy skills and analyse the possible link and how it might overall help one’s day-to-day life, job prospects and more by using Esports as a tool for learning Computer Literacy Skills. This study is guided by the theoretical perspective of transfer of learning. Using a cross-sectional observational study, we have come up with a 10-exercise test which analyses the computer literacy skills (CLS) of Esports players and Non-Esports individuals. Data were collected from 20 participants through observations to gauge participants’ performance, supplemented by a post-test survey to gather additional insights. Results between the two groups were similar, with a slight edge towards the Esports players group which has shown greater efficiency at completing the test overall and each individual task. Overall, our results show that people who enjoy these titles do tend to be more efficient at completing daily computer duties. However, both groups possess capable computer literacy skills in order to handle the ever-evolving digital world. Further research is mandatory to explore the causal relationship between League of Legends and computer literacy skills, as well as to identify strategies for incorporating Esports in educational settings regarding computer literacy skills.
153

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.
154

"An Accident of History" : Discussing Gender Inequalities within the Esports Industry

Krämer, Francesco, Wolf, Charline January 2023 (has links)
No description available.
155

Assessment of the Utilization of Ergonomics in Collegiate Varsity Esports Programs

Jung, Kylie S. January 2022 (has links)
No description available.
156

Stress, Psychophysiology, and Performance in Esports: From the Relevance of Research to Intervention Strategies

Leis, Oliver 25 July 2022 (has links)
Driven by the need to inform evidence-based intervention strategies for performance and health promotion in esports, this thesis aimed to provide a starting point for future research on esports and, in particular, psychophysiological stress in esports. To this end, this work began by addressing why and how sport and exercise psychology could research esports. Following this, a systematic review of the literature on stress in non-competitive and competitive esports was performed. The results indicated that playing esports in competitive settings–in contrast to non-competitive settings–seems to be related to psychophysiological stress responses, and also highlighted a number of theoretical and methodological limitations with research in this area. To build on this initial understanding of stress in esports, a qualitative study was conducted that explored the subjective experiences of professional players. Here, a variety of stressors, perceived stress responses, and coping strategies were identified. To complete the work, a different perspective and approach was taken, using an online questionnaire to investigate perceived performance factors and stress management strategies utilized by sport psychologists and performance coaches in esports. Overall, this work provided a number of implications for future research and applied practice that are addressed in this thesis.:Table of Content Abstract I Zusammenfassung II General Comments III List of Own Articles IV Table of Tables V Table of Figures VI Table of Content VII 1 Introduction 1 2 Esports 3 2.1 Demands 6 2.1.1 Environmental Related Profile 6 2.1.2 Sport Psychology Profile 10 3 Psychophysiological Stress 15 3.1 Interaction, Transaction, and Relational Meaning 15 3.2 Stressors and Appraisal 16 3.3 Coping 17 3.4 Stress Response 18 3.5 Theoretical Models 19 4 Psychophysiological Stress in Esports 22 5 Research Program 24 6 Article I: The Potential Role of Sport and Exercise Psychology in Researching Esports 26 6.1 Abstract 27 6.2 Introduction 28 6.3 Why Sport and Exercise Psychology Could Research Esports 30 6.3.1 Effects of Playing Esports 30 6.3.2 Benefiting Theory and Human Expertise 31 6.3.3 Interdisciplinary Research 32 6.3.4 Informing Evidence-Based Interventions 32 6.3.5 Teaching 33 6.3.6 Not Chasing Research Funding 34 6.4 How Sport and Exercise Psychology Could Research Esports 34 6.6 Conclusion 38 6.7 References 40 7 Article II: State of Research on Psychophysiological Stress in Esports 48 7.1 Abstract 49 7.2 Introduction 50 7.2.1 Stress 51 7.2.2 Theoretical Models of Human Competition 51 7.2.3 Model of Neuroendocrine and Mood Responses To a Competitive Situation 52 7.2.4 Empirical Evidence 53 7.2.5 Purpose of the Study 54 7.3 Methods 56 7.3.1 Protocol and Eligibility Criteria 56 7.3.2 Information Sources and Search Strategy 57 7.3.3 Data Analysis 58 7.4 Results 58 7.4.1 Study Selection 58 7.4.2 Study Characteristics 59 7.4.3 Psychological Stress in Esports 63 7.4.4 Physiological Stress in Esports 64 7.4.5 Risk of Bias Within Studies 68 7.5 Discussion 76 7.5.1 Summary of Evidence 76 7.5.2 Is Playing Esports Games in Non-Competitive Settings Related To Psychological and/or Physiological Stress? 77 7.5.3 Is Playing Esports in Competitive Settings Related To Psychological and/or Physiological Stress? 78 7.5.4 Limitations 81 7.6 Conclusion 84 7.7 References 87 8 Article III: The Subjective Experience of Stress and Coping in Esports 100 8.1 Abstract 101 8.2 Introduction 102 8.2.1 Transactional Theory of Stress 102 8.2.2 Empirical Evidence 103 8.3 Method 106 8.3.1 Situating the Researchers 106 8.3.2 Participants 107 8.3.3 Procedures 107 8.3.4 Interview Guide 108 8.3.5 Data Analysis 109 8.4 Results 110 8.4.1 Stressors 110 8.4.2 Perceived Stress Responses 114 8.4.3 Coping Strategies 116 8.5 Discussion 119 8.5.1 Stressors 120 8.5.2 Perceived Stress Responses 120 8.5.3 Coping Strategies 122 8.5.4 Limitations 123 8.5.5 Future Research 124 8.5.6 Practical Implications 125 8.5.7 Conclusion 126 8.6 References 128 9 Article IV: Insights on the Applied Sport Psychology in Esports 138 9.1 Abstract 139 9.2 Introduction 140 9.2.1 Sport Psychological Counselling 141 9.2.2 The Present Study 143 9.3 Method 143 9.3.1 Participants 144 9.3.2 Data Collection 145 9.3.3 Instrument 146 9.3.4 Data Analysis 147 9.4 Results 147 9.4.1 Factors Negatively Impacting Performance 147 9.4.2 Stress Management Strategies 148 9.5 Discussion 149 9.5.1 Factors Negatively Impacting Performance 149 9.5.2 Stress Management Strategies 150 9.5.3 Limitations 152 9.5.4 Future Research 153 9.5.5 Practical Implications 154 9.5.6 Conclusion 155 9.6 References 158 10 General Discussion 167 10.1 The Potential Role of Sport and Exercise Psychology in Researching Esports 167 10.2 Research on Psychophysiological Stress in Esports 169 10.2.1 Stressors 169 10.2.2 Coping Strategies 170 10.2.3 Psychological and Physiological Stress Responses 171 10.3 Limitations 173 10.4 Future Research 173 11 Conclusion 178 Acknowledgements 180 References 181 Curriculum Vitae XII Appendices XII Appendix A: Information and Consent Form XII Appendix B: Interview Guide XIV Appendix C: Online Questionnaire XVI Appendix D: Project on Psychophysiological Stress in Esports XVIII / Ausgehend von der Notwendigkeit evidenzbasierter Interventionsstrategien zur Leistungs- und Gesundheitsförderung im E-Sport, zielt diese Arbeit darauf ab, einen Ausgangspunkt für zukünftige Forschung im E-Sport und insbesondere zu psychophysiologischen Stress im E-Sport zu schaffen. In einem ersten Schritt wird deshalb untersucht, warum und wie die Sport- und Bewegungspsychologie den E-Sport erforschen kann. Des Weiteren wird mit Hilfe eines systematischen Literaturreviews die bisherige Forschung zu Stress im kompetitiven und nicht-kompetitiven E-Sport dargestellt. Während die Ergebnisse, entgegen des nicht-kompetitiven Spielens, auf eine Verbindung zwischen dem kompetitiven Spielen und psychophysiologischen Stressreaktionen hinweisen, werden theoretische und methodische Limitationen bisheriger Forschung diskutiert. Basierend auf diesem ersten Verständnis von Stress im E-Sport, wird durch semi-strukturierte Interviews das subjektive Erleben von professionellen Spielern untersucht. Dabei zeigt sich eine Vielzahl von Stressoren, wahrgenommenen Stressreaktionen und Bewältigungsstrategien. Schließlich wird mit Hilfe eines Online-Fragebogens eine weitere Perspektive berücksichtigt, um die wahrgenommenen Leistungsfaktoren und die von Sportpsychologen, Sportpsychologinnen und Performance Coaches angewandten Stressregulationstechniken zu identifizieren. Insgesamt werden im Rahmen dieser Arbeit eine Reihe von Implikationen für zukünftige Forschung und die angewandte Praxis aufgezeigt.:Table of Content Abstract I Zusammenfassung II General Comments III List of Own Articles IV Table of Tables V Table of Figures VI Table of Content VII 1 Introduction 1 2 Esports 3 2.1 Demands 6 2.1.1 Environmental Related Profile 6 2.1.2 Sport Psychology Profile 10 3 Psychophysiological Stress 15 3.1 Interaction, Transaction, and Relational Meaning 15 3.2 Stressors and Appraisal 16 3.3 Coping 17 3.4 Stress Response 18 3.5 Theoretical Models 19 4 Psychophysiological Stress in Esports 22 5 Research Program 24 6 Article I: The Potential Role of Sport and Exercise Psychology in Researching Esports 26 6.1 Abstract 27 6.2 Introduction 28 6.3 Why Sport and Exercise Psychology Could Research Esports 30 6.3.1 Effects of Playing Esports 30 6.3.2 Benefiting Theory and Human Expertise 31 6.3.3 Interdisciplinary Research 32 6.3.4 Informing Evidence-Based Interventions 32 6.3.5 Teaching 33 6.3.6 Not Chasing Research Funding 34 6.4 How Sport and Exercise Psychology Could Research Esports 34 6.6 Conclusion 38 6.7 References 40 7 Article II: State of Research on Psychophysiological Stress in Esports 48 7.1 Abstract 49 7.2 Introduction 50 7.2.1 Stress 51 7.2.2 Theoretical Models of Human Competition 51 7.2.3 Model of Neuroendocrine and Mood Responses To a Competitive Situation 52 7.2.4 Empirical Evidence 53 7.2.5 Purpose of the Study 54 7.3 Methods 56 7.3.1 Protocol and Eligibility Criteria 56 7.3.2 Information Sources and Search Strategy 57 7.3.3 Data Analysis 58 7.4 Results 58 7.4.1 Study Selection 58 7.4.2 Study Characteristics 59 7.4.3 Psychological Stress in Esports 63 7.4.4 Physiological Stress in Esports 64 7.4.5 Risk of Bias Within Studies 68 7.5 Discussion 76 7.5.1 Summary of Evidence 76 7.5.2 Is Playing Esports Games in Non-Competitive Settings Related To Psychological and/or Physiological Stress? 77 7.5.3 Is Playing Esports in Competitive Settings Related To Psychological and/or Physiological Stress? 78 7.5.4 Limitations 81 7.6 Conclusion 84 7.7 References 87 8 Article III: The Subjective Experience of Stress and Coping in Esports 100 8.1 Abstract 101 8.2 Introduction 102 8.2.1 Transactional Theory of Stress 102 8.2.2 Empirical Evidence 103 8.3 Method 106 8.3.1 Situating the Researchers 106 8.3.2 Participants 107 8.3.3 Procedures 107 8.3.4 Interview Guide 108 8.3.5 Data Analysis 109 8.4 Results 110 8.4.1 Stressors 110 8.4.2 Perceived Stress Responses 114 8.4.3 Coping Strategies 116 8.5 Discussion 119 8.5.1 Stressors 120 8.5.2 Perceived Stress Responses 120 8.5.3 Coping Strategies 122 8.5.4 Limitations 123 8.5.5 Future Research 124 8.5.6 Practical Implications 125 8.5.7 Conclusion 126 8.6 References 128 9 Article IV: Insights on the Applied Sport Psychology in Esports 138 9.1 Abstract 139 9.2 Introduction 140 9.2.1 Sport Psychological Counselling 141 9.2.2 The Present Study 143 9.3 Method 143 9.3.1 Participants 144 9.3.2 Data Collection 145 9.3.3 Instrument 146 9.3.4 Data Analysis 147 9.4 Results 147 9.4.1 Factors Negatively Impacting Performance 147 9.4.2 Stress Management Strategies 148 9.5 Discussion 149 9.5.1 Factors Negatively Impacting Performance 149 9.5.2 Stress Management Strategies 150 9.5.3 Limitations 152 9.5.4 Future Research 153 9.5.5 Practical Implications 154 9.5.6 Conclusion 155 9.6 References 158 10 General Discussion 167 10.1 The Potential Role of Sport and Exercise Psychology in Researching Esports 167 10.2 Research on Psychophysiological Stress in Esports 169 10.2.1 Stressors 169 10.2.2 Coping Strategies 170 10.2.3 Psychological and Physiological Stress Responses 171 10.3 Limitations 173 10.4 Future Research 173 11 Conclusion 178 Acknowledgements 180 References 181 Curriculum Vitae XII Appendices XII Appendix A: Information and Consent Form XII Appendix B: Interview Guide XIV Appendix C: Online Questionnaire XVI Appendix D: Project on Psychophysiological Stress in Esports XVIII
157

Women in Esports : A Qualitative Study on Shared Experiences of Women in the Esports Industry

Wolf, Charline, Krämer, Francesco January 2022 (has links)
This thesis aims to gain a better understanding of the experiences of women in the esports industry. This is achieved through the exploration of the concepts of sexual harassment and gamer identity with the help of collective identity, stereotype threat and various aspects of feminist theory as the main theoretical framework, accompanying a thematic analysis of semi-structured interviews conducted with seven women in various positions within esports. The results of this research add to the body of existing literature that highlights women’s position as a stigmatised and marginalised group within the gaming community. The interviews yielded strong feelings of collective identity experienced between women in esports, linked by shared experiences of harassment. Further, the strong presence of fragile ‘geek masculinity’ and hegemonic, masculine power structures was confirmed through the experiences of the respondents. This caused the women to adjust their behaviour, as several respondents note that they lean into more masculine behaviours frequently to thrive in the environment. At the same time, participants were oftentimes aware of the issues in the industry, making active efforts to speak out against them, and some even offered possible solutions towards improving the environment in an effort to make it more accessible for women and therefore more equal. / <p>Grade: A</p><p>Examiner: Jeannette Ginslov</p>
158

THE DOVETAILING OF THE SPORT AND ESPORTS INDUSTRIES: THREE ESSAYS ON THE STRATEGIC MANAGEMENT OF SPORT ORGANIZATIONS

Pizzo, Anthony Daniel January 2019 (has links)
Esports, or competitive video gaming competitions, have grown in popularity to have millions of global fans, spectators, and participants. Sport organizations, including leagues and teams, are increasingly affiliating, or dovetailing, with esports organizations. Although the meteoric rise of esports presents sport organizations with growth opportunities to connect with these markets, esports remain shrouded in uncertainty, stigma, and stereotypes that impede the convergence of industries. The growing affiliation between these two industries allows researchers to gain insight into the strategic actions of sport organizations despite the institutional constraints that influence their behavior. This dissertation includes three essays that address—with respect to esports—the (1) strategic resources and core competencies of sport organizations; (2) sensemaking of actors within sport organizations; and (3) institutional creation strategies within heavily regulated fields. Essay one consists of an explanatory, qualitative study of professional sport teams diversifying into the esports industry. As sport organizations mature, they will need to seek growth opportunities beyond their core industry and compete with formally tangentially related firms. The nascent esports industry has been embraced by sport organizations (e.g., leagues, teams), many of whom use existing resources and best practices from traditional sport to manage their esports property. This trend provides a salient context to identify how sport organizations are using their resources in a new marketspace and what they can provide to non-sport organizations. Guided by strategic management perspectives of the resource-based view (RBV), knowledge-based view (KBV), and resource orchestration (RO), the purpose of essay one is to examine how sport organizations leverage their core competencies to create a sustainable competitive advantage. The findings support the hypothesis that the existing resources of sport organizations such as physical venues and existing departments (e.g., legal, marketing, sales departments) are used to support sport organizations operations in the esports industry. Moreover, the findings identify that the tacit knowledge embedded in the human capital of sport organizations is a salient resource that helps them generate a competitive advantage against non-sport organizations. While tacit knowledge is a driver of competitive advantage, it is the supporting structures and departments that allows sport organizations to use this knowledge efficiently and effectively. Thus, by operating at the intersection of sport, entertainment, and media, sport organizations are increasingly competing with formally tangentially related firms, and can use their embedded resources and structure when competing with these firms. Essay two focuses on the integration of esports by a first-mover sport organization. Essay two employs an exploratory case study of the Philadelphia 76ers of the National Basketball League (NBA) and their integration of an esports team. The 76ers were the first North American professional sports organization to purchase and integrate an esports team. Novel technologies and practices, such as esports, are surrounded by uncertainty and are generally met with resistance (Huber, 1990) with their integration contingent upon internal and external constituent support. Actors, individuals within the 76ers, had to position and garner support for esports, which are representative of the novel practices and technologies influencing the way sport organizations are managed. In essay two an institutional creation work perspective is linked with sensemaking and related constructs to examine how actors within the 76ers helped create and give meaning—sensemaking—to esports. The findings of essay two support how actors within the 76ers were able to foster a progressive culture to create a shared understanding of esports and use this understanding to influence the sensemaking of others—sensegiving. In particular, the 76ers linked the managerial components of operating a sports team to operating an esports team. Yet the 76ers were deliberate in their approach, limiting cross-promotions between the fanbases of the 76ers and their esports team. By connecting institutional creation work with sensemaking, essay two contributes to how actors can proactively take actions to garner constituent support. Moreover, the findings of essay two support that sensemaking is a critical antecedent of sensegiving, as a shared understanding within an organization is a necessary prerequisite to influence the sensemaking of others (i.e., sensegiving). Essay two provides actors within the field of sport integrating novel practices and activities (e.g., augmented and virtual reality, in-game sports betting, wearable fitness devices, mediated sports consumption) strategies to proactively garner support for their integration. Essay two focuses on the integration of esports by professional sport organizations. Essay three utilizes an exploratory qualitative approach to identify the institutional creation strategies associated with integrating collegiate esports programs within the heavily regulated field of U.S. collegiate athletics. The findings of essay three support how actors need to go beyond creating a shared understanding to integrate novel activities. Actors must also influence the cognitive schema of other actors to facilitate the integration of novel practices and activities. Specifically, they can build on the concept of sportification (Heere, 2018) to both communicate and present esports in a manner consistent with traditional sports, using the concept of sport as a legitimizing agent. Collectively, the three essays support how sport organizations can seize growth opportunities with respect to their institutional environment. Sport organizations must recognize their institutional confines, but also can be strategic in their actions by focusing on their financial performance and sustainability in lieu of their constraints. This research contributes to a deeper understanding regarding how the institutional and strategic concerns of sport organizations influence their efficient and effective management. The research lays a foundation for a stream of future research on the strategic growth and long-term viability of sport organizations both within and beyond the esports industry. / Tourism and Sport
159

From leisure to labor: the careers of professional competitive video gamers

Rajunov, Micah 21 May 2024 (has links)
Work structures our daily experiences across all spheres of life, including what we do outside of work. But our theories of work have largely sidestepped a deeper probe into the significance of leisure. This dissertation explores the process and consequences of turning leisure into labor. At the intersection of sport, technology, and entertainment, esports has created a market for professional gamers— those who make a living playing video games. My qualitative study draws on interviews with 75 esports professionals alongside digital ethnographic practices. Video gaming begins as a hobby, a self-driven pursuit undertaken purely for fun. Competitive gamers who take their play seriously find themselves not just playing but training with purpose and discipline. Professional gaming is more than a job; it is an immersive lifestyle that demands arduous work in exchange for fun. But in in getting paid to play, professional gamers enter an uncertain, unstable, short-lived career, with long demanding hours, limited future prospects, and sometimes little to no pay. In the end, some gamers choose to stay, some leave, while others push past the fun. The professionalization and commodification of professional gaming offers a unique take on the boundaries of work, and the meaning and value of our time, effort, skills, and selves. This dissertation presents two papers tracing the career arc of a professional gamer: becoming, being, and retiring. In the first paper I ask: what are the structures and practices of creating and sustaining consent to work? I examine consent through two perspectives: consent at work—high effort and productivity— and consent to work—opting into and staying committed to work itself. The second paper investigates how people balance their intrinsic motivations to work—passion, fulfillment, excitement—with the constraints of work—routine, obligations, necessity— and how this negotiation shapes their career paths. / 2026-05-21T00:00:00Z
160

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.

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