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Claremont Colleges

2016

Video Games

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Full-Text Articles in Business

Esports In Korea: A Study On League Of Legends Team Performances On The Share Price Of Owning Corporations, Filbert Goetomo Jan 2016

Esports In Korea: A Study On League Of Legends Team Performances On The Share Price Of Owning Corporations, Filbert Goetomo

CMC Senior Theses

This thesis utilises event studies to measure the impact of League of Legends Esports s teams on the share prices of their main sponsors and parent company, namely, the CJ Corporation, Korean Air, the Kt Corporation, Samsung Electronics Co Ltd and SK Telecom. Hypothetically, the success of a team, the acquisition of a major player or the beginning of a sponsorship would have a positive effect on the corporation reflected in an increase in the firm’s daily share price returns. Results showed that this was indeed true especially for a team’s success in large competitions such as the SBENU Summer …


Diversity And Innovation: The Effects Of Diverse Creator Teams On Video Game Characteristics And Sales, Jill C. Rosok Jan 2016

Diversity And Innovation: The Effects Of Diverse Creator Teams On Video Game Characteristics And Sales, Jill C. Rosok

CMC Senior Theses

I analyze the effects of gender diversity on video game production teams. I hypothesize teams with greater gender diversity produce more games with uncommon characteristics than less diverse teams, and the games these teams develop generate higher revenue and unit sales compared to games developed by less diverse teams. I find teams with more women disproportionately develop games that are non-violent and have playable female leads. I examine whether there is an optimal ratio of women to hire for each game genre in order to maximize revenue by analyzing the relationship between the percentage of women on a team in …