Comparing traditional sports and electronic sports
Karakus, Efe Can
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https://hdl.handle.net/2142/78406
Description
Title
Comparing traditional sports and electronic sports
Author(s)
Karakus, Efe Can
Issue Date
2015-04-20
Department of Study
Computer Science
Discipline
Computer Science
Degree Granting Institution
University of Illinois at Urbana-Champaign
Degree Name
M.S.
Degree Level
Thesis
Keyword(s)
League of Legends
Electronic Sports
Esports
Abstract
Electronic sports (eSports) viewership numbers have been growing over the years. Video games such as League of Legends, Counter Strike: Global Offensive, or Hearthstone: Heroes of Warcraft have a large following. During the League of Legends regular season matches, 250,000 people regularly tune in to watch the games. Professional players such as Enrique “Xpeke” Cedeno-Martinez have 470,000 Twitter followers. In this study, we built two visualizations to explore similarities and differences between eSports and traditional sports. We focused on the salaries earned by eSports players and the emergence of a new way of interacting with professional players via live streaming. We then compared how fan loyalties differ between the two fields.
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