dc.contributor.advisor | Στρίγκας, Αθανάσιος | |
dc.contributor.author | Μαραγκός, Φώτιος | |
dc.date.accessioned | 2024-06-11T10:02:50Z | |
dc.date.available | 2024-06-11T10:02:50Z | |
dc.date.issued | 2024-06-07 | |
dc.identifier.uri | https://amitos.library.uop.gr/xmlui/handle/123456789/8083 | |
dc.identifier.uri | http://dx.doi.org/10.26263/amitos-1585 | |
dc.description.abstract | The thesis begins by exploring the evolution of online games into e Sports, delving into the journey from simple games like Pong to complex ones like
Unreal Tournament. It examines the factors behind the fame of e-Sports, including
competition, monetary incentives, comfort of playing from home, and internet visibility.
Objective: The purpose is to showcase the increasing interest and development in online
games and e-Sports, focusing on how these games have transformed from leisure
activities into professional pursuits. The goal is to understand public perception towards
online games and e-Sports, particularly whether they are viewed positively or negatively,
and their potential as a professional or recreational activity.
Methodology: The research employs a qualitative methodology, incorporating interviews
with e-Sports professionals, game developers, and educators, as well as analysis of
academic journals and news articles. The study aims to understand the historical
progression of e-Sports, its social and economic impact, and the potential for integrating
e-Sports into physical education programs.
Results: The thesis presents a comprehensive view of e-Sports' development, from its
early days to its current status as a global phenomenon. It discusses the social and
economic aspects of e-Sports, including its business model, revenue generation, and
societal impact. The research also highlights the potential benefits and challenges of
integrating e-Sports into educational settings.
Conclusion: The study concludes that e-Sports have significantly evolved, influencing
social norms, economic models, and even educational systems. The growing popularity
and professionalization of e-Sports signify its potential to become a mainstream
competitive activity, paralleling traditional sports in many aspects. The thesis suggests
that e-Sports' future will likely see increased professionalization, broader audience
appeal, and more significant integration into various societal domains.
Key Words: E sports, game developers, traditional sports, marketing. | el |
dc.format.extent | 80 | el |
dc.language.iso | en | el |
dc.publisher | Πανεπιστήμιο Πελοποννήσου | el |
dc.rights | Αναφορά Δημιουργού-Μη Εμπορική Χρήση-Όχι Παράγωγα Έργα 3.0 Ελλάδα | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/gr/ | * |
dc.subject | Ηλεκτρονικός αθλητισμός | el |
dc.subject | Ηλεκτρονικά παιχνίδια | el |
dc.subject | Ηλεκτρονικά παιχνίδια - Ιστορία | el |
dc.subject | Βιομηχανία ηλεκτρονικών παιχνιδιών | el |
dc.subject | Ηλεκτρονικά παιχνίδια στην εκπαίδευση | el |
dc.subject | E-Sports | el |
dc.subject | Electronic games | el |
dc.subject | Electronic games - History | el |
dc.subject | Electronic games industry | el |
dc.subject | Electronic games in education | el |
dc.title | Historic review of online games and their re-evolution as e-sports | el |
dc.title.alternative | Ιστορική ανασκόπηση των διαδικτυακών παιχνιδιών και η εξέλιξή τους ως e-sports | el |
dc.type | Μεταπτυχιακή διπλωματική εργασία | el |
dc.contributor.committee | Παπαλουκάς, Μάριος | |
dc.contributor.committee | Δουβής, Ιωάνννης | |
dc.contributor.department | Τμήμα Οργάνωσης και Διαχείρισης Αθλητισμού | el |
dc.contributor.faculty | Σχολή Επιστημών Ανθρώπινης Κίνησης και Ποιότητας Ζωής | el |
dc.contributor.master | Ολυμπιακές Σπουδές, Ολυμπιακή Παιδεία, Οργάνωση και Διαχείριση Ολυμπιακών Εκδηλώσεων | el |
dc.subject.keyword | E - Sports | el |
dc.subject.keyword | OnlineGaming | el |
dc.subject.keyword | Sponsors | el |
dc.subject.keyword | Sequels | el |
dc.subject.keyword | Steam | el |
dc.subject.keyword | Beta | el |