Essays about: "Esport"
Showing result 26 - 30 of 33 essays containing the word Esport.
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26. Feature development for esports broadcasts with a focus on the intermission between matches
University essay from KTH/Skolan för datavetenskap och kommunikation (CSC)Abstract : 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. READ MORE
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27. "Stand with me brothers and sisters" : A quantitative content analysis of League of Legends World Championships, based on the theory of brand community.
University essay from Linköpings universitet/Avdelningen för historie-, turism- och medievetenskapAbstract : The purpose of this research was to see at which extent the game League of Legends, during the world championship, could be seen as a brand community. I have used a quantitative content analysis where the variables that were measured consisted of the elements from the theory of brand community. READ MORE
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28. A user centric approach for evaluating and enhancing the usability of a complex real-time web user interface
University essay from KTH/Skolan för datavetenskap och kommunikation (CSC)Abstract : As the technologies evolve, more complex products such as real-time web applications are made. These applications introduce new usability challenges and interaction design opportunities. The purpose of this work was to evaluate and enhance the usability of a complex real-time web user interface using a User-centered design approach. READ MORE
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29. CScore – A Real Time Application for E-sports : PROVIDING LIVE UPDATES OF PROFESSIONAL MATCHES
University essay from KTH/Skolan för informations- och kommunikationsteknik (ICT)Abstract : The e-sport market is a growing one and as it grows monetary interests, willingness to exploit it grows with it. A part of the e-sport market that is not satisfied yet is the market of mobile applications catering to e-sport audiences. READ MORE
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30. Leaders of the Level Playing Field - Testing the applicability of a theoretical framework from sports management theory in an eSport context
University essay from Handelshögskolan i Stockholm/Institutionen för företagande och ledningAbstract : ESports, or the competitive play of video games, is a growing global phenomenon that has captured the interest of many scholars of different academic fields. Previous research suggests that there is a link between leadership in sport and eSport organizations. READ MORE