Sökning: "esports Industry"

Visar resultat 16 - 20 av 25 uppsatser innehållade orden esports Industry.

  1. 16. Managing Performance in Virtual Teams : A Multiple Case Study of Esport Organizations

    Kandidat-uppsats, Högskolan i Jönköping/IHH, Företagsekonomi

    Författare :Oliver Näsström; Sebastian Arvérus; [2019]
    Nyckelord :virtual teams; performance in virtual teams; esport organizations; performance drivers and barriers;

    Sammanfattning : Abstract Background The growing phenomenon of esports during the last decade have sparked the rise of a billion dollar industry. Professional esport teams are now competing in arenas with an audience of millions watching at home. Virtual teams have been used actively since the 1990’s and are now the standard structure in esport organizations. LÄS MER

  2. 17. Brand communities within esports : The interactions between esport organizations and consumers

    Kandidat-uppsats,

    Författare :Markus Holmström; Larglind Sopaj; Douglas Nord; [2019]
    Nyckelord :esports; esport organizations; brand community; virtual brand community;

    Sammanfattning : Background:           In 2019, the esport industry is expected to become a billion-dollar                                  industry. This new industry has presented rapid growth in recent times                                  which has led to new organizations and companies being formed to                                  capitalize on this opportunity. LÄS MER

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

    Magister-uppsats, Uppsala universitet/Företagsekonomiska institutionen

    Författare :Emeline Vongehr; Annasilvia Dal Re; Jose Daniel Garzon Viteri; [2018]
    Nyckelord :Sport; eSport; Sponsorship; Brand Image; Brand Associations; Brand Identification; Brand personality; Event Image; Perceived Fit; Sponsorship Response;

    Sammanfattning : 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. LÄS MER

  4. 19. Enhancing the Value Proposition of Live Esports Consumption with AI Technology

    Master-uppsats, KTH/Industriell Marknadsföring och Entreprenörskap

    Författare :Marcus Larsson; [2018]
    Nyckelord :AI; Consumer Value; DotA 2; Esports; MSSC; Neural Networks; PERFA; Value Proposition; AI; DotA 2; E-sport; MSSC; Neurala Nätverk; PERFA; Värdeerbjudande;

    Sammanfattning : When a company includes a new technology or innovation into their value proposition, customers may perceive it as an enhancement or deterioration. This phenomenon was explored in this study with a case study of a present case in the esports industry. LÄS MER

  5. 20. THE ROAD TO PROFESSIONALISM A qualitative study on the institutionalization of eSports

    Master-uppsats, Göteborgs universitet/Graduate School

    Författare :Chalmet Xen; [2017-07-05]
    Nyckelord :institutional theory; institutional work; eSports; emergent sports;

    Sammanfattning : ESports as an industry is a rapidly growing digital sport, with a multitude of different disciplines. While it is a vastly growing industry, it has as of yet seen limited academic attention. In this study, the development of one specific eSport is examined, namely Counter- Strike: Global Offensive. LÄS MER