| Mattinen |
"Online Abuse & Age in Dota 2": An article-based master's thesis |
2021 |
Player cultures |
English |
Master's thesis |
Dota2 |
Tampere University |
View page
|
| Pihko |
Fortnite on sirpalesukupolven yhteinen kokemus: Opettajien näkemyksiä Fortnitesta |
2021 |
Education |
Finnish |
Master's thesis |
Fortnite |
Tampere University |
View page
|
| Törhönen |
The Professionalization of Play: Examining the convergence of play and labour in online video content creation |
2021 |
Streaming |
English |
Doctoral dissertatio |
|
Tampere University |
View page
|
| Saarela |
Quantified Play: How Game Statistics Affect the Player |
2021 |
Technology |
English |
Master's thesis |
|
Tampere University |
View page
|
| Ojala |
Role Ambiguity and Athlete Satisfaction in Team Esports: A Study on Counter-Strike: Global Offensive |
2021 |
Professional gaming |
English |
Master's thesis |
CS:GO |
Tampere University |
View page
|
| Pietiläinen |
A trap, “just fine”, or a stepping stone to gambling addiction: the discourses of video game loot boxes |
2021 |
Game development |
English |
Bachelor (University |
|
University of Jyväskylä |
View page
|
| Puoskari |
E-urheilutiimin viestintä ja viestinnän yhteys tehtävässä suoriutumiseen |
2021 |
Communication |
Finnish |
Master's thesis |
|
University of Jyväskylä |
View page
|
| Kokkinen |
E-urheilun vs. perinteisen urheilun kuluttamisen motiivit: case Formula 1 |
2021 |
Player cultures |
Finnish |
Master's thesis |
F1 |
University of Jyväskylä |
View page
|
| Neijonen |
Liiketoimintaselvitys Ähtärin
e-urheilutilaan |
2021 |
Business |
Finnish |
Bachelor (Applied Sc |
|
JAMK |
View page
|
| Aittomäki |
Esports and Podcasts: Developing HAMK Gaming Academy’s
Brand with an Esports Podcast |
2021 |
Media |
English |
Bachelor (Applied Sc |
|
HAMK |
View page
|
| Ruha |
Influencer and caster relationships with developers in mobile FPS games |
2021 |
Streaming |
English |
Bachelor (Applied Sc |
|
KAMK |
View page
|
| Marinica |
Opportunities and benefits that video game streaming brings to brands: case Study: Company X |
2021 |
Streaming |
English |
Bachelor (Applied Sc |
|
Turku AMK |
View page
|
| Linkinen |
Benefits and drawbacks of esports in an educational setting |
2021 |
Education |
English |
Bachelor (University |
|
Tampere University |
View page
|
| Tuominen |
How to Start a Career In E-Sports |
2021 |
Professional gaming |
English |
Bachelor (Applied Sc |
|
OAMK |
View page
|
| Kujala |
The legitimization and professionalization of esports: an analysis of the 2015 and 2019 Dota 2 Internationals |
2021 |
Professional gaming |
English |
Master's thesis |
DOTA2 |
University of Oulu |
View page
|
| Hardy |
Cold Email Marketing Effectiveness and Localisation in Esports |
2021 |
Marketing |
English |
Bachelor (Applied Sc |
|
KAMK |
View page
|
| Ho & Ho |
Caoitalizing on the future growth of the eSport industry - Tencent Ltd Company case |
2021 |
Business |
English |
Bachelor (Applied Sc |
|
VAMK |
View page
|
| He |
The current situation and development prospect of esports in Guangzhou |
2021 |
Player cultures |
English |
Bachelor (Applied Sc |
|
Haaga-Helia |
View page
|
| Oksala |
Esports and the requirements for communication: analyzing Counter-Strike: Global Offensive as a professional game |
2021 |
Professional gaming |
English |
Bachelor (University |
|
University of Oulu |
View page
|
| Ohrankämmen |
Collaborative flow in esports: a survey study |
2021 |
Player cultures |
English |
Bachelor (University |
|
University of Oulu |
View page
|
| Uusitalo |
Players Manual to Self-Development in Esports |
2021 |
Professional gaming |
English |
Bachelor (Applied Sc |
|
KAMK |
View page
|
| Hasselberg |
Why do esports players consume esports? : A case study of an esports platform |
2021 |
Player cultures |
English |
Master's thesis |
|
Åbo Akademi |
View page
|
| Kuusisto |
What it is to be a sport?: Field theory analysis of esports in Finland |
2021 |
Player cultures |
English |
Master's thesis |
|
LUT University |
View page
|
| Voutilainen |
Marketing and Branding in esports: Significance of player branding to esports organizations |
2021 |
Marketing |
English |
Bachelor (Applied Sc |
|
JAMK |
View page
|
| Telkkälä |
GamePit Pron asiakas- ja markkinatutkimus |
2021 |
Business |
Finnish |
Bachelor (Applied Sc |
|
JAMK |
View page
|