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CAT-III: RESEARCH METHODS

A Review Presentation on research paper: The Evolution of eSports by-


Ishan Rai – 19GSOB1010245
Mrinal Srivastava – 19GSOB1010258
Dhruv Upadhyay – 19GSOB1010129
INTRODUCTION

▪ This research paper as the stated topic is: The Evolution of eSports, is a
research about how the field of eSports have originated and how is it
growing now and why now!

▪ The last years have changed the community of eSports. It has


experienced massive growth, and one cannot say for certain why.

▪ This research paper is a study by ANDERS HVAL OLSEN, Coventry


Business School.
OBJECTIVE OF THE STUDY

▪ Objective 1: Discover previous research within the field, and summarize


their importance for this study
▪ Objective 2: Define what eSport is, and outline its major historic
milestones
▪ Objective 3: Arrange and compare the main financial factors within eSport
▪ Objective 4: Review previously successful eSport events, and use business
analytics tools to visualize the common patterns
▪ Objective 5: Discover the features of eSport that defines the essence of
the eSport business
▪ Objective 6: Examine the overall awareness of eSports
OBJECTIVE OF THE STUDY

▪ Objective 7: Predict the financial future of eSports


▪ Objective 8: Evaluate the benefits and disbenefits of implementing
ITM tools in the eSport community and synthesize which ITM tools
would be most effective
▪ Objective 9: Evaluate the effect of implementing well-justified ITM
tools to increase the growth of eSport
▪ Objective 10: Recommend alterations the eSport business might
commence to uphold and increase its growth.
▪ Objective 11: Evaluate and validate the findings, results and
recommendations
RESEARCH QUESTIONS

▪ What is eSports, and how aware are people of the eSport culture?
▪ What are the major milestones of eSports history?
▪ Why is eSport seeing its growth today, and which factors is pushing it
upwards?
▪ Will the growth of eSport continue, and what can the eSport business
do to ensure a continuous growth?
▪ Can Information Technology Management Tools be used beneficially
for the field of eSport?
▪ What outcomes would the most beneficial Information Technology
Management tool give in the eSport business?
STRUCTURE OF THE STUDY

▪ This research paper is divided into ten different chapters. Each chapter
is seen as a step towards answering the overall aim, and are as follows:
1. Chapter 1 is the introduction, where the background, objectives and Research
Questions serve the most important role.
2. Chapter 2 is the literature review, which includes the collection of previous data
in this research field, as well as a renewed scope based upon the findings in the
literature review.
3. Chapter 3 is the methodology, which includes an explanation on how the data is
collected to answer the research questions.
4. Chapter 4 is the Interpretations, which explains how and why the various data
collection tools were conducted.
STRUCTURE OF THE STUDY

5. Chapter 5 is the data collection and analysis, which includes several discussions focused
upon answering the research questions based upon the data collection findings.
6. Chapter 6 is the conclusion, which includes the final answers for the research questions,
as well as the short-term and long-term recommendations and the future works.
7. Chapter 7 is the project management and quality assurance chapter, which includes a
critical evaluation of how well the paper over all is written, and if it reaches its aim,
objectives, deliverables and research questions.
8. Chapter 8 is the reference list, which is all the references used for this written thesis.
9. Chapter 9 is the bibliolatry, which is the various reference used to gain knowledge or
understanding, but were not used in this thesis.
10. Chapter 10 is the appendix
RESEARCH METHODOLOGY

▪ In this research study, a research onion model has been used for the
purpose of research.
▪ A mix of both primary & secondary methods have been used in the
study.
▪ The research questions are both for qualitative & quantitative data
collection.
▪ Some primary & secondary data used in the study are:
– Semi-structured Interviews
– Thematic Analysis
– Business Analytics
– ITM Tools
KEY FINDINGS

▪ As for the question regarding what eSport is, the literature review
answered the question quite well by defining it as a competitive sport. The
literature further defined it as an activity requiring either mental or physical
abilities.

▪ As for the major historic milestones in the history of eSport, there were
some differences in the findings, however, the literature review reviewed
every important factor, such as the introduction to technology devices and
the dot.com bobble.

▪ Both the literature review and the analysis show significant numbers,
observation and trends that eSport will continue to grow, Based on findings
from 2009-2019, where the total growth is expected to be 305.51%
LIMITATIONS OF THE STUDY

▪ The findings in this research thesis give various indications within the field of
eSports, of which the biggest is the futuristic growth within the field.
However, as indicated previous there exist a both lacking academic literature
as well as lacking credibility on the collected data.
▪ Research Question 1-4 and 5-6 differentiate quite much in the sense of
literature and data collection, and each could be understood as a thesis of
their own.
▪ Due to the extensive use of DSS in multiple research questions, it caused an
extended thesis paper in the sense of size.
▪ Having a global aspect limits the data collection heavily, and makes the
required amount of data huge. If this thesis were to be re-done, a smaller
area or simply a country would have been chosen, as including the global
aspect is not deemed feasible when collecting numeric and quantitative data.
CONCLUSION

▪ With the gathered data, this research thesis can conclude that the field of
eSport is growing, and it will continue to grow in the future. The thesis
summarized 444 events, which can be defined as the most important
events in eSport history, where it all originated in 1981, when the first
Space Invaders tournament was held. To this date the size of events and
the overall consumption has increased profoundly, which can be shown by
various events such as The International tournament, The League of
Legends championships or the DreamHack digital festivals.
▪ The data collection further proved there are various factors that push the
success of the events, where prize pool and participation (in both persons
and countries), were deemed important in the sense of live audience.
Streaming however had no significant correlation, making it impossible to
include any findings on that part.
THANK YOU

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