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Theses and Dissertations

University of South Carolina

Esports

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Platform Of Growth: An Analysis Of Earnings And Social Media Engagement Among Esports Athletes, Colleen Marie Dibble Jul 2023

Platform Of Growth: An Analysis Of Earnings And Social Media Engagement Among Esports Athletes, Colleen Marie Dibble

Theses and Dissertations

Esports consists of online gaming, cyber sport, and virtual sport in a highly competitive environment. The industry has grown tremendously over the last 30 years (Leroux-Parra, 2020). Professional esports competitions are often now contested with a large scale, global audience, and millions of dollars potentially at stake in some competitions. Hundreds of esports athletes earn a living from the multi-billion-dollar esports industry. In addition to players earning salaries and prize pool money in a professional setting, many colleges have offered scholarships to enrolled students and have begun to offer esports-related curriculums (Dominguez, 2022). Networks such as ABC, ESPN, and TBS …


Does The Tendency Of Loss Aversion Depend On The Level Of Competition? Evidence From Multilevel Esports Tournaments, Zeqing Mao Jul 2021

Does The Tendency Of Loss Aversion Depend On The Level Of Competition? Evidence From Multilevel Esports Tournaments, Zeqing Mao

Theses and Dissertations

This dissertation investigates the relationships between the level of experience, the magnitude of payoffs, and the significance of loss aversion within the context of esports. In the behavioral economics literature, loss aversion describes why individuals prefer avoiding losses to obtaining equivalent gains depending on a reference point. While previous studies predominantly capitalize on experimental methods to examine how the significance of loss aversion is affected by market experience and payoff magnitude, there is also a growing body of research that examines the behavioral properties of loss aversion outside laboratory environments, with sport being one of the most utilized settings. This …


Motivation To Play Esports: Case Of League Of Legends, Yaoyao Sun May 2017

Motivation To Play Esports: Case Of League Of Legends, Yaoyao Sun

Theses and Dissertations

The population of playing electronic sports has increased recently, and the most popular one is League of Legends (LoL). As a multiplayer online battle arena video game, it’s not only a game, but also a competitive electronic sport. The purpose of this study was to assess the motivations of playing League of Legends and to relate them by genders, age groups and frequency groups. The final sample comprised 111 LoL players. The study categorized 12 items into three factors: achievement, socialization and immersion. Results indicated that achievement factors were stronger motives for men than women. For different age groups, there …


Campus Knowledge Of Esports, Kenny Sugishita Dec 2015

Campus Knowledge Of Esports, Kenny Sugishita

Theses and Dissertations

This research study investigates private college and university admission’s officers levels of familiarity of the electronic sports (eSports) industry along with determining the level of emphasis universities place on academics and co-curricular activities. A thorough examination of the professional eSports space is extensively detailed providing information about the history of video games, the development of professional eSports, and the development of collegiate eSports. Additionally, examination of trends in higher education, especially as it relates to private institutions, is explained in detail. With the eSports industry continuing to expand, this study is timely as small private colleges and universities are searching …