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Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea. To our help we have used a qualitative method interview as well as digital media found on various webpages. The aim of this paper is to add and develop the understanding of eSport on how to become a professional player or participant and how serious they are in their field. The paper contributes with starting information on the phenomenon but also restricts itself to saying that there is more research to be done in field.

Författare

Daniel Lahti Per Nyström

Lärosäte och institution

Umeå universitet/Institutionen för informatik

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