Titre : |
The position of E-sports in our societies: Is the Covid crisis resulting in more legitimacy for e-sport as a sport- like entertainment in consumers’ perception? |
Type de document : |
Mémoire |
Auteurs : |
Jean MADAULE, Auteur |
Année de publication : |
2021 |
Importance : |
24 p. |
Note générale : |
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Langues : |
Anglais (eng) |
Mots-clés : |
Management MARKETING EXPERIENTIEL ; SPORT ; LOISIR
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Résumé : |
During my two internships at Ubisoft, I was able to gain some knowledge of the video game market. It is an extremely dynamic and changing market that can make a U-turn in a few months, as evidenced by the emergence of Fortnite in 2017 and the change of paradigm towards free-to-play games that it brought about. Immersed in this environment and being passionate about sports, I naturally became interested in the competitive practice of video
games: Esport. This part of the video game represents many opportunities both in terms of business but also in entertainment and as a creator of social links.
While in some video game studios the subject is barely mentioned and remains something chimerical, some other studios have been formed with the sole purpose of creating Esports scenes or at least concentrate all their efforts in this area.
Despite the incredible emergence of this type of entertainment in the last few years, Esport still faces a lack of legitimacy for countless reasons that we will be pointed out in detail in this paper. This lack of legitimacy penalizes both players and publishers of video games.
The purpose of the following paper will be to determine whether or not the Covid 19 crisis, with all the disruptions it has caused, has allowed Esport to gain legitimacy. Some platforms dedicated to the broadcasting of Esport have been very successful during this period, but is it due to the success of Esport? Does this increase in legitimacy looks like a perennial trend?
First, the literature review will aim to define Esport today and to show the stakes that this industry represents. It will show the maturity of the market and the controversies related to it. Then, by means of a qualitative analysis, the aim will be to try to show what has changed for Esport since the Covid 19 crisis and the first lockdown in 2020. Finally, in a more high-level approach, I will interpret the results and try to point out the limits of the research as well as
opportunities for future research on the subject. |
Programme : |
MSc Digital Expertise for Marketing |
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