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Výzkum marketingové komunikace herních organizací v e-sportu
Chudíčková, Maja
This diploma thesis deals with marketing communication of gaming organizations who creates gaming events. Both qualitative and quantitative researches were conducted to identify factors that affect visitors when considering participation in gaming event. Based on results of the analyses, general marketing recommendations for game event organizers were subsequently compiled.
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Freetime Activity to E-sport: Players Stands Agains Professionalisation of CS:GO
Havrland, Ladislav ; Numerato, Dino (advisor) ; Sedláček, Jakub (referee)
This work focuses on the professionalisation of e-sport, where we watch the transition of playing video games to a professional competitive level. The work is specified in the Counter- Strike video game environment: Global Offensive, which is one of the most eminent e-sport disciplines in terms of number of players and time played by both amateur and professional players. In this work, e-sport is grasped in terms of the professionalization of free-time video game play, where professionalisation means an increase in the number of actors and their mutual influence forming the social network. The subject of the research is the attitude of players to transform the Counter-Strike Global Offensive, where the possibilities of the reactions that the players will choose for this transformation are grounded in A. Hirschman's Exit, Voice and Loyalty theory, which is applied to the Counter-Strike Global Offensive . The research data for this work is analyzed by semi-structured interviews with professional CS players: GO. The starting point of the work is the wider context of the attitudes of professional players and the choice of their strategy in response to the professionalisation of CS: GO.
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Business Plan: Private school with a focus on e-sports
Lipták, Martin ; Krbová, Jana (advisor) ; Jaegerová, Václava (referee)
This dissertation thesis write up the bussines model to create private high school focus on e-sport. Theoretical part is focus on introduce basic information about e-sport and importance of this plan. Practical part include business plan, marketing mix, market analysis by Porters model, factors analysis by SLEPT, financial analysis with risk analysis and business model support by creative economy and knowledge management.
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Relationship of a fan, celebrity and fan community in a world of e-sports
Vlačiha, Tomáš ; Pospíšilová, Marie (advisor) ; Tesařová, Šárka (referee)
This thesis is about world of e-sports, which has become in few last years important theme in the field of sociology. The main goal of this thesis is to research relationships, which are created within online communities: relationship between a fan and e-celebrity and relationship within online communities. Results were accomplished by quality research and semi-structured interview with e-sports fans. With these interviews is then descripted evolution of fan relationship which was divided into three phases. The phases are: 1) Gamer relationship with close community of his friends, 2) Relationship between fan and e-celebrity, 3) Relationship between fan and a big community of fans. These phases explain how gamer becomes an e-sport fan.
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Possible application of e-Sports on Czech television
Juna, Petr ; Štoll, Martin (advisor) ; Chladová, Marta (referee)
The bachelor thesis deals with the question of the possible involvement of electronic sport or e-Sport in the broadcast of Czech Television. E-Sport is a rapidly growing sector that attracts especially the younger part of the population. This phenomenon is tracked by millions of people around the world, and its popularity is expected to rise further. In the United States, e- Sport is already included among the sporting industries that can help players to get a college scholarship or easier entry into the country. In South Korea, where e-Sport is one of the largest social themes, players are celebrities and this year's presidential election has shown how important part of culture is progaming for this country. Even in the Czech Republic, e- Sport is already being broadcast, quite successfully on the Prima COOL channel. I also considered the possibility of engaging based on research that Czech Television itself is making every year. Concerning the average weekly intervention and whether the audience is offered programs "appropriate to their tastes and interests", it became clear that Czech Television had relatively low weekly coverage and content satisfaction among spectators from 18 to 24 (or 35 years of age respectively ). If the public broadcasting media were to decide, it could increase their audience...
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