diplomsko delo
Žan Zupanič (Author), Edvard Kolar (Mentor)

Abstract

Elektronski šport ali e-šport je ime, ki se uporablja za opis igranja videoiger preko različnih platform (osebni računalnik, konzole, mobilni telefoni). V zadnjih nekaj letih je e-šport doživel ogromno rast in se tako prebil med prevladujoče športne panoge na svetu. Diplomska naloga obravnava zgodovino e-športa, kako se je le-ta razvijal in raziskuje panogo na sedanji točki njenega razvoja. Namen diplomske naloge je povečati prepoznavnost te panoge ter ugotoviti stopnjo seznanjenosti z e-športi v Sloveniji. V diplomski nalogi smo uporabili analitično deskriptivno metodo, ki zajema pregled strokovne literature, v raziskovalnem delu naloge pa smo s pomočjo anketnega vprašalnika ugotavljali stopnjo prepoznavnosti panoge v Sloveniji, kako slovenska javnost razume e-šport, koliko igra videoigre ter koliko osnovnih informacij o panogi sploh ima. Na osnovi odgovorov smo ugotovili, da je stopnja poznavanja panoge pri nas dokaj nizka, predvsem pri anketirancih nad 35 let starosti, kljub temu pa je večina anketirancev vsaj slišala za enega od e-športov. Ugotavljamo, da smo s tem dosegli vse zastavljene cilje diplomskega dela.

Keywords

e-šport;profesionalno igranje iger;tekmovanje;

Data

Language: Slovenian
Year of publishing:
Typology: 2.11 - Undergraduate Thesis
Organization: UM FOV - Faculty of Organizational Sciences
Publisher: [Ž Zupanič]
UDC: 796.02/.09
COBISS: 152195843 Link will open in a new window
Views: 44
Downloads: 1
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Other data

Secondary language: English
Secondary title: Organizational and legal aspects of recognizing the e-sports industry
Secondary abstract: Electronic sports or e-sports is the name used to describe the playing of video games via various platforms (PC, consoles, mobile phones). In the past few years, e-sports has experienced tremendous growth and has become one of the dominant sports industries in the world. The thesis deals with the history of e-sports, how it has developed and explores the industry at this point in its development. The purpose of the thesis is to determine the level of familiarity with e-sports in Slovenia and to increase the visibility of this industry. In the thesis, we used the analytical descriptive method, which includes a review of the professional literature. In the research part of the thesis, we determined the degree of recognition of the industry in Slovenia with the help of a questionnaire, how the Slovenian public understands e-sports, how many play video games and how much basic information about the industry it has. Based on the answers, we found that the level of knowledge of the industry in our country is quite low, especially among respondents over 35 years of age, but despite this, most respondents have at least heard of one of the e-sports. We conclude that with this we have achieved all the set goals of the thesis.
Secondary keywords: Videoigre;Športna tekmovanja;Univerzitetna in visokošolska dela;
Type (COBISS): Bachelor thesis/paper
Thesis comment: Univ. v Mariboru, Fak. za organizacijske vede
Pages: VI, 47 f.
ID: 18437889