2,070 research outputs found

    Spartan Daily, September 13, 2017

    Get PDF
    Volume 149, Issue 9https://scholarworks.sjsu.edu/spartan_daily_2017/1050/thumbnail.jp

    Spartan Daily, March 12, 2014

    Get PDF
    Volume 142, Issue 19https://scholarworks.sjsu.edu/spartandaily/1479/thumbnail.jp

    “You Must Construct Additional Pylons”: Building a Better Framework for Esports Governance

    Get PDF
    The popularity of “esports,” also known as “electronic sports” or competitive video gaming, has exploded in recent years and captured the attention of cord-cutting millennials—often to the detriment of sports such as basketball, football, baseball, and hockey. In the United States, the commercial dominance of such traditional sports stems from decades of regulatory support. Consequently, while esports regulation is likely to emulate many aspects of traditional sports governance, the esports industry is fraught with challenges that inhibit sophisticated ownership and capital investment. Domestic regulation is complicated by underlying intellectual property ownership and ancillary considerations such as fluctuations in a video game’s popularity. Since analogous reform is nigh impossible, nascent governance organizations have been created to support the professionalization of esports as a new entertainment form. As esports consumption continues to grow, enterprising stakeholders are presented with the unique opportunity to create regulatory bodies that will shape the esports industry. This Note analyzes how the professional sports industry and foreign esports markets have addressed governance challenges that arise from differences between traditional sports and competitive video gaming. It concludes by exploring two potential pathways for domestic esports governance. View PD

    Esports’ Feasibility as an Entertainment Media: A Study

    Get PDF
    This research is conducted to find and determine the perks the public can get by engaging in Esports, the adverse effects that can affect Esports and making suggestions on how to improve the Esports scene. This study will be based on interaction in Esports, viewership in Esports, toxicity and aggressive behavior in Esports, as well as in-game purchases in Esports. The results of the data analysis showed that interaction in Esports, viewership in Esports, and in-game purchases in Esports have a positive effect on Esports’ feasibility as an entertainment media. On the other hand, no significant effect was found on toxicity and aggressive behavior in Esports to the feasibility of Esports as an entertainment media.Keywords: Esports; In-game purchases; Media consumption; Online gaming; Toxicity; Video game

    Esports: Explaining Willingness to Pay for Streaming Services

    Get PDF
    Online multiplayer computer game competitions—so-called esports—attract millions of spectators around the world and show spectator numbers comparable to the Super Bowl. Despite that, game publishers, which often organize these large-scale competitions, still struggle to establish esports as a profitable business venture. One way they can do so involves how they position fee-based streaming services for watching esports online. To draw spectators to their streaming services, esports organizers need to focus on attracting spectators with a high willingness to pay (WTP), and the streaming services need to satisfy spectators’ motivations. Grounded in uses and gratifications theory and a fuzzy set qualitative comparative analysis, our results show that four different configurations of motivations relate to WTP for esports streaming services. We contribute by showing that 1) motivations form WTP in the esports context, 2) multiple interacting motivations explain WTP, and 3) spectators follow different rationales for their high WTP

    Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view

    Get PDF
    The following study was created with the objective of understanding what are the main reasons that make people watch the game Counter-Strike Global Offensive (CS: GO). As Lee and Schoenstedt have stated on their research (Lee & Schoenstedt, 2011), there are similarities and differences on the consumption behaviors of the eSports if compared to traditional sports. Eight research questions were created during the literature discussion and two surveys were distributed to gather spectator feedback. The first survey was designed to reach viewers who attend live CS:GO events and also eSports fans at the university and the second was digitally designed to reach more people over the internet. In addition, a literature review was made and published separately to serve as a reference base for this study. In this academic work, we discuss some of the common thoughts on what are the big factors for the competitive electronic sports are receiving so much media attention and after analyzing the quantitative data of the surveys, answer the research questions proposed. In total we obtained 283 valid answers, and all 26 questions of the digital survey were analyzed. The responses were divided into two groups, A and B, where the first gathered the responses that indicate CS:GO as the person's favorite eSport and the other are all other responses from all other eSports fans. Finally, the responses of both groups were compared together with the respective data and represented in graphs and tables for better visualization

    Esports Enthusiasts and Gamers: Motivations, Behaviors, and Attitudes Towards Gambling

    Full text link
    This study examined what the driving factors behind why people watch esports and play video games, and their views on casino gambling. This research takes into account several motivational models and theories for video game and media consumption, including the Uses and Gratifications Theory. In addition, motivations and behaviors in regards to gambling were also examined. Although there is plenty of research on gambling motivations, none looks primarily at how esports and video game enthusiasts in specific feel about gambling. In-depth Interviews were conducted on esports and video game enthusiasts to understand what they enjoy about esports and gaming, and what they like and don’t like about casino gaming. Results showed a wide range of motivations behind video game play, but challenge, skill, and socialization were the most common. For gameplay itself, people tended to really enjoy teamwork and collaboration. None of the participants gambled too often, and cited a lack of interactivity and value as primary reasons. One aspect of casino games that many found frustrating, is that their decisions seem to rarely have an impact on the outcome of a game, unlike video games. With video games, nearly each press of the button has a degree of significance. Casinos and casino game manufacturers alike should examine what it is that drives people to play video games and watch esports, and import those qualities into their casino gaming experience

    The Cowl - v.83 - n.16 - Feb 7, 2019

    Get PDF
    The Cowl - student newspaper of Providence College. Vol. 83 No. 16 - February 7, 2019. 24 pages
    • …
    corecore