In my very first blog post I mentioned that virtual reality was something that interested me as a research topic. This has now changed to the topic of esports, and which genres are most popular amongst certain demographics of people such as middle schoolers or college aged students. The reason this changed was to help align myself with my true interests and because this information could genuinely help me out in the future if I get into the esports industry.
My main question would be what’s the popularity of esports looking like, do people even know it exists? Other questions that can be asked are which genres are people drawn to, what catches their attention? Esports is growing a lot every day, but it isn’t a household name just yet, there are areas where only certain games with a competitive scene are known and so learning this information could help benefit a company financially via ads.
Two sources I found that relate to my topic are (Trent, L. D., & Shafer, D. M., 2020) and the other being (Ji, Z., & Hanna, R. C., 2020). These sources have helped me think about how I would like to go about sampling in my research project, as that has been a problem for me.
The 3 databases in which I found most useful for my topic were Library, Information Science & Technology Abstracts, Communication & Mass Media Complete, and Communication & Mass Media Collection. Finding information that pertained to esports and the type of research I want to do was a bit difficult, but I was able to find good information.
Sources
Ji, Z., & Hanna, R. C. (2020). Gamers First – How Consumer Preferences Impact eSports Media Offerings. JMM: The International Journal on Media Management, 22(1), 13–29. https://doi-org.ezproxy.fhsu.edu/10.1080/14241277.2020.1731514
Trent, L. D., & Shafer, D. M. (2020). Extending Disposition Theory of Sports Spectatorship to ESports. International journal of communication [Online], 1049+. https://link.gale.com/apps/doc/A632440216/PPCM?u=klnb_fhsuniv&sid=bookmark-PPCM&xid=a5bec4fb
Probably a good topic, because even though I’ve heard of esports I don’t know much about it. So this will probably answer a lot of questions. Your sources appear to be relevant to the topic you’re pursuing.
This topic is very meaningful. E-sports is also a kind of sports competition. Esports players need to have good physical and psychological quality, quick reaction ability, and superb skills. Only after three screenings can they become real esports players. My parents’ generation’s view of the sport was gaming.
“Memories of youth” occupy too much weight, in their eyes, e-sports is a symbol of hard work, tenacity, and blood. Transfer the positive energy of e-sports, e-sports is great because of heroes. Uzi, an e-sports player, has led Chinese teams to achieve good results in international competitions many times with his outstanding individual ability, and has demonstrated the sportsmanship of “never give up”.Young people will always have a hero complex, no matter where people have respect and desire for the strong, and e-sports can meet them to go for it, become the hero of victory on the battlefield, exercise they never give up, teamwork spirit.
I think this is a great topic to do research over. The esport industry is one of the fastest growing industries having constant growth for over multiple years now. It would be interesting to read how your research turns out.
I think this will be a great topic of discussion, especially as e-sports expands in public schools. I know that a very large number of bigger schools have began to take a look at and implement e-sports teams. I feel like your databases will give you a good shot at some quality articles.