ANALIZA MOTIVACIJE GLEDALACA I KOMUNIKACIJE NA DRUŠTVENIM MEDIJIMA NA PRIMERU ESPORTA
Ključne reči:
motivacija gledalaca, komuniciranje na društvenim medijima, publika, eSport
Apstrakt
Cilj rada i sprovedenog istraživanja bio je sticanje uvida u motivatore koji pokreću publiku da gleda eSport, kanale putem kojih publika prati eSport, kao i komunikaciju na društvenim mrežama koju publika ostvaruje sa ostalim članovima eSport ekosistema.
Reference
[1] Newzoo. (2017). 2017 Global eSport Market Report. Preuzeto sa: https://resources.newzoo.com/hubfs/Reports/Newzoo_Free_2017_Global_Esports_Market_Report.pdf.
[2] Funk, D.C. (2017). Introducing a sport experience design (SX) framework for sport consumer behaviour research. Sport Management Review, 20(2),145–158.
[3] Rogers, R. (2019). Understanding Esports: An Introduction to the Global Phenomenon. Maryland, United States: Rowman & Littlefield Publishing Group.
[4] Li, R. (2016). Good luck have fun: The rise of eSports. New York: Skyhorse Publishing.
[5] Statista. (2021). eSports market revenue worldwide from 2019 to 2024. Preuzeto sa: https://www.statista.com/-statistics/490522/global-esports-market-revenue/#:~:text=-In%202021%2C%20the%20global%20eSports,billion%20U.S.%20dollars%20in%202024.
[6] Suits, B. (2007). The elements of sport, u W.Morgan (Ed.), Ethics in sport (pp. 9–19) Champaign, IL: HumanKinetics.
[7] Lagaert, S., i Roose,H. (2016). Exploring the adequacy and validity of ‘sport’: Reflections on a contested and open concept. International Review for the Sociology of Sport, 51(4), 485–498.
[8] Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport 32 (2): 195–207.
[9] Woods, B. (2018). Los videojuegos. ¿un nuevo deporte?. Harvard Deusto Business Review, 280, 62-72.
[10] Jin, D. Y. & Chee, F. (2009).The politics of online gaming. In Larissa Hjorth and Dean Chan (Eds.), Gaming Cultures and Place in Asia-Pacific.
[11] Prensky, M. (2002). The motivation of gameplay: The real twenty-first century learning revolution. On the Horizon, 10, 5-11.
[2] Funk, D.C. (2017). Introducing a sport experience design (SX) framework for sport consumer behaviour research. Sport Management Review, 20(2),145–158.
[3] Rogers, R. (2019). Understanding Esports: An Introduction to the Global Phenomenon. Maryland, United States: Rowman & Littlefield Publishing Group.
[4] Li, R. (2016). Good luck have fun: The rise of eSports. New York: Skyhorse Publishing.
[5] Statista. (2021). eSports market revenue worldwide from 2019 to 2024. Preuzeto sa: https://www.statista.com/-statistics/490522/global-esports-market-revenue/#:~:text=-In%202021%2C%20the%20global%20eSports,billion%20U.S.%20dollars%20in%202024.
[6] Suits, B. (2007). The elements of sport, u W.Morgan (Ed.), Ethics in sport (pp. 9–19) Champaign, IL: HumanKinetics.
[7] Lagaert, S., i Roose,H. (2016). Exploring the adequacy and validity of ‘sport’: Reflections on a contested and open concept. International Review for the Sociology of Sport, 51(4), 485–498.
[8] Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport 32 (2): 195–207.
[9] Woods, B. (2018). Los videojuegos. ¿un nuevo deporte?. Harvard Deusto Business Review, 280, 62-72.
[10] Jin, D. Y. & Chee, F. (2009).The politics of online gaming. In Larissa Hjorth and Dean Chan (Eds.), Gaming Cultures and Place in Asia-Pacific.
[11] Prensky, M. (2002). The motivation of gameplay: The real twenty-first century learning revolution. On the Horizon, 10, 5-11.
Objavljeno
2022-09-27
Sekcija
Industrijsko inženjerstvo i inženjerski menadžment