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Esports streaming has become an entertainment giant and promises to continue to grow in the coming years. Streaming platforms, such as Twitch and Youtube, have become a haven for community and competition, blending the two into a novel form of interaction that fuels business. This study will analyze how the

Esports streaming has become an entertainment giant and promises to continue to grow in the coming years. Streaming platforms, such as Twitch and Youtube, have become a haven for community and competition, blending the two into a novel form of interaction that fuels business. This study will analyze how the streaming of esports has influenced business in the technological realm of electronic games and contributed to the field’s longevity. It questions how we, as a society, view community in the online world which itself has become a site for the expansion of how people interact. The study also incorporates the idea of business into the market of technological electronic game-based communities and how competition through esports has also been a fuel for both. Through literature analysis and data collection, the goal of this research would be to increase knowledge on the understanding of streaming esports and help predict what foundation it might take as a whole later on.
ContributorsLatimer, Travis D (Author) / Ingram-Waters, Mary (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In

This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In order to discover the most popular form of Esports and gaming engagement for students, we held two events: a recreational ESports Competition and tutorials to teach students how to mod video games. After carrying out these events we established that an Esports Competition was a more popular form of engagement. However, we also established that both forms of engagement would be successful with proper marketing and execution.
ContributorsChan, Brennan (Author) / Rips, Joshua (Co-author) / Peles, Joseph (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
This project is centered around a decade-old video game called League of Legends, which is one of the most popular video games in esports. Due to its nature of being a complex team-based strategy game, intuitive human predictions of the game’s outcome are relatively unreliable. Many approaches have been adopted

This project is centered around a decade-old video game called League of Legends, which is one of the most popular video games in esports. Due to its nature of being a complex team-based strategy game, intuitive human predictions of the game’s outcome are relatively unreliable. Many approaches have been adopted to assist intuitive human predictions in traditional team-based sports, such as the Least Squares Method and various supervised machine learning algorithms. These methods have been significantly outperforming human predictions. The objective of this research is, hence, to test whether the predictive models generated using these methods can achieve a similar level of reliability in a more complex game like League of Legends.
ContributorsWang, Jiahao (Author) / Zandieh, Michelle (Thesis director) / Lee, Inyoung (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / College of Integrative Sciences and Arts (Contributor)
Created2023-12