Ablonczy Kristóf (2020) The E-Sports Market. Faculty of Commerce, Catering and Tourism.
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Thesis base_V2.pdf Hozzáférés joga: Available at the computers of the University Download (1MB) |
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Kérdőív.pdf Hozzáférés joga: Available at the computers of the University Download (346kB) |
Abstract
eSports is a relatively new steadily growing industry in the online entertainment industry, with it currently gaining more and more ground in mainstream media, due to this and my interest in it I took a look into the ongoing and to be happening of this industry and its relevance in Hungary and worldwide. Looking into the income methods and selling points on both their player base and viewer base. Their consumption amount and their general interest in the purchase of items related to the industry. Especially focused on the current Hungarian viewer and player base with quantitative research looking into the aforementioned questions. Starting from the game market into the eSports market worldwide it goes into the Hungarian market and its current state.
Institution
Budapest Business University
Kar
Faculty of Commerce, Catering and Tourism
Department
Kereskedelem Tanszék
Tudományterület/tudományág
UNSPECIFIED
Szak
Kereskedelem és marketing (angol nyelven)
Item Type: | Thesis (UNSPECIFIED) |
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Uncontrolled Keywords: | esport, game market, mainstream media, quantitative research, video game |
SWORD Depositor: | Archive User |
Depositing User: | Brakszatoriszné Jankó Tímea |
Date Deposited: | 2020. Jul. 06. 09:46 |
Last Modified: | 2020. Sep. 22. 09:39 |
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