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The eSports Market and eSports Sponsoring
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The eSports Market and eSports Sponsoring
von: Julian Heinz Anton Ströh
Tectum-Wissenschaftsverlag, 2017
ISBN: 9783828866485
185 Seiten, Download: 4498 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: A (einfacher Zugriff)

 

 
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Inhaltsverzeichnis

  Cover 1  
  Table of Content 7  
  List of Abbreviations 9  
  Lists of Images and Tables 12  
  1 Introduction 14  
     1.1 Problem Statement 14  
     1.2 Disambiguation 15  
  2 The eSports Market 17  
     2.1 Historical Development 17  
     2.2 ESports Disciplines 20  
        2.2.1 Hardware Systems 20  
        2.2.2 Genres and Games 20  
     2.3 Key Components of the eSports Ecosystem 21  
        2.3.1 Consumers: The eSports Fans 22  
        2.3.2 Players 26  
        2.3.3 Teams: eSports Clubs 27  
        2.3.4 Leagues and Tournaments 30  
        2.3.5 Events 33  
        2.3.6 Media Channels 36  
        2.3.7 Publishers 41  
        2.3.8 Brands 44  
        2.3.9 Associations 45  
     2.4 Risk Factors 47  
        2.4.1 Corruption 47  
        2.4.2 Virtual Violence 50  
     2.5 Sponsoring in Western eSports 51  
        2.5.1 Sponsoring Properties and Activities 52  
        2.5.2 Sponsor Composition 54  
        2.5.3 The Attractiveness of the Target Group 57  
     2.6 Consolidation and Future Outlook 58  
        2.6.1 Overall Market Size and Growth 58  
        2.6.2 Magic Triangle of Sports and the Flow of Money 62  
        2.6.3 New Technologies 63  
        2.6.4 Legal and Political Aspects and the Relation to Traditional Sports 65  
  3 Empirical Research on 3rd and 4th Degree Sponsoring 68  
     3.1 Previous Research on eSports 68  
     3.2 Research Problem Definition and Objectives 68  
     3.3 The Case Study 69  
     3.4 Theoretical Model, Research Design and Methods 72  
     3.5 Data Collection 76  
        3.5.1 Field Study 76  
        3.5.2 Online Survey 77  
     3.6 Data Analysis 78  
        3.6.1 Socio-Demographics 78  
        3.6.2 Verification of the Required Conditions 78  
        3.6.3 Attitude towards Sports Sponsoring 79  
        3.6.4 Awareness at Event 80  
        3.6.5 Attitude and Perception 80  
        3.6.6 Image Transfer Potential 85  
        3.6.7 Created Brand Connection with eSports 86  
        3.6.8 International Results 88  
     3.7 Summarization and Implications 89  
     3.8 Limitations and Future Research 90  
  4 Conclusion 91  
  Bibliography 95  
  Appendixes 125  


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