Sukupolvet videopelien turnajaisissa : e-urheilun markkinoiden ikärakenne

Abstract
Digital gaming attracts people of all ages. Nevertheless, professional esports (also known as electronic sports, e-sports, or eSports) is dominated by under 35 year olds. In this paper, e-sports market is analysed by focusing on the performance of different age-groups. Younger generations play more digital games and dominate e-sports scene, but also older people enjoy playing various video games. Two separate datasets are analysed for testing whether age is a statistically significant explanatory variable for success in professional e-sports tournaments. According to the empirical results, success in e-sports tournaments decreases with the player’s age. The best results are gained when the players are under 25 years old. Negative relationship between age and e-sports success is confirmed by analysing both 100 best e-sports players and 100 oldest players. E-sports is gaining increasing popularity in the future and therefore it will also attract more fans amongst the birth cohorts of “boomers” and “Generation X”.
Main Author
Format
Articles Research article
Published
2020
Series
Subjects
Publication in research information system
Publisher
Jyväskylän yliopisto
Original source
http://ejbo.jyu.fi/pdf/ejbo_vol25_no1_pages_27-35.pdf
The permanent address of the publication
https://urn.fi/URN:NBN:fi:jyu-202009035732Use this for linking
Review status
Peer reviewed
ISSN
1239-2685
Language
Finnish
Published in
EJBO - Electronic Journal of Business Ethics and Organization Studies
Citation
License
In CopyrightOpen Access
Copyright© Business and Organization Ethics Network (BON)

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