Sökning: "esports Industry"

Visar resultat 21 - 25 av 25 uppsatser innehållade orden esports Industry.

  1. 21. Corporate Diversification by Partnerships : A case study of an entrance into eSports

    Master-uppsats, Uppsala universitet/Företagsekonomiska institutionen

    Författare :Julia Bodin; Peter Kekesi; [2017]
    Nyckelord :diversification strategy; market entry; partnerships; partnership model; external factors; internal factors; sport industry; eSports;

    Sammanfattning : When diversifying into new markets, companies have a wide range of strategic options tochoose from. This thesis investigates reasons and drivers behind why companies usepartnership as a diversification strategy when entering new markets. LÄS MER

  2. 22. Feature development for esports broadcasts with a focus on the intermission between matches

    Uppsats för yrkesexamina på avancerad nivå, KTH/Skolan för datavetenskap och kommunikation (CSC)

    Författare :Jonathan Söderin; [2017]
    Nyckelord :Esports; Streaming; Intermissions; Breaks; Feature development; Viewing motivation;

    Sammanfattning : 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. LÄS MER

  3. 23. Frames That Matter : The Importance of Frames per Second in Games

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Rickard Hagström; [2015]
    Nyckelord :Computer Games; Console Games; Frames per Second; Framerate; Hertz; Esports; Movies.;

    Sammanfattning : There's been a lot of debate behind frames per seconds in gaming recently and many people come with all kinds of strange claims. For example, that the eye can only see 30 frames per second, its more “cinematic” and that it is the optimal framerate for games. LÄS MER

  4. 24. Finding Triggers for Innovation Within eSports

    Kandidat-uppsats, Akademin för innovation, design och teknik

    Författare :Erik Liljeqvist; Ludvig Kallin; Mikael Cambrand; [2014]
    Nyckelord :eSports Innovation Triggers Creativity;

    Sammanfattning : Since the creation of the internet there has been a development towards a globalized community of people. With the potential for connectivity between people all over the world subcultures are inevitably created. One such subculture is eSports. Over the past decade eSports has seen a steady increase in popularity. LÄS MER

  5. 25. Understanding professional gaming - A comparative analysis of Korean and Western organisations

    D-uppsats, Handelshögskolan i Stockholm/Institutionen för företagande och ledning

    Författare :Kristofer Lindahl; Cedric Diserens; [2012]
    Nyckelord :esports; gaming; McKinsey 7s; Korea; Starcraft;

    Sammanfattning : In this thesis we seek to explore how "Professional Gaming Teams" in Korea and the western world are different from each other, and the underlying reasons for those differences. We perform an extensive pre-study that provides a deeper understanding of the eSport environment, identify theoretical frameworks to explain the differences between teams, and apply these frameworks to explain how the external environment affects the internal culture of the teams. LÄS MER