Collaborative flow in esports : a survey study
1University of Oulu, Faculty of Information Technology and Electrical Engineering, Department of Computer Science and Engineering, Computer Science
|Online Access:||PDF Full Text (PDF, 0.3 MB)|
|Persistent link:|| http://urn.fi/URN:NBN:fi:oulu-202106178486
Oulu : J. Ohrankämmen,
|Publish Date:|| 2021-06-18
|Thesis type:||Bachelor's thesis
During the 21th century, e-sports has been rapidly rising in popularity with multiple e-sports events with multi-million dollar prize pools. This popularity also has piqued the interest of scientist from all fields, and the number of scientific publications has continued to rise year–to-year, and multiple fields have started to study esports from multiple angles. Esports has no generally accepted definition. Esports is most often seen as “professional gaming” but at closer inspection, this definition is too narrow and does not cover all that esports is and what it has become. Esports can be defined in many ways depending on the research angle and the study field, however the similarities between studies are that esports is computer-mediated competition where athletes compete in high-stress situations where they try to outplay their opponent. Whether it is with reflexes and teamwork in a First-Person Shooter (FPS) or Multiplayer Online Battle Arena Games (MOBA), or with strategy in a Real-Time Strategy (RTS) games, or in one of the multitudes of video game genres. Esports acts as an umbrella term for all computer-mediated human versus human competition; it does not matter if humans go against a computer if they compare scores against each other at the end. In this thesis work, I will also be conducting a quantitative survey directed at people who play video games. According to the results time spent playing, team size and whether the player mostly plays in a team or alone all affect the immersion of the gameplay moment.
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