Video game popularity outline

Hypothesis

Esports is an industry growing faster than we imagined and due to that growth, there is little information known about what exactly is drawing people in. There is a lot of opportunity within the future of Esports whether it’s for the competition or for ad reasons. If we want to understand it fully, we must look to the next generation who is spearheading the growth of the industry which is typically teenagers.

Introduction

  • Explain what esports is and why it is popular. Try and be as thorough as possible and make comparisons to regular sports whenever possible so that people have something to relate to and make a comparison.
  • Talk about the popularity of specific esports and why
  • Explain the global reach of the industry
  • Touch on the future of esports

Literature Review: Extending disposition theory of sports spectatorship to esports

  • Similarities between sports and esports
  • Why people love to view live competitive matches
  • Directly links to my reasoning as to why esports will grow and backs it up

Methods

Population: high school aged kids 14-18

Survey:

  • We will start off with whether or not they enjoy video games, if they say no then the survey will take them to another question which will ask for their reasoning behind not enjoying games, after that they are finished.
  • The survey will ask about which competitive video games they watch the most, LoL, CoD, CSGO, OW, Valorant, Apex Legends, Rocket League
  • It will also ask what their favorite part is about that game.
  • How regularly do play or watch esports and what do they use to watch it?
  • Would they ever consider competing themselves?

Discussion:

Further research potential after this initial study will be quite vast if it goes accordingly and is done correctly. It could be used to help show that esports might be a candidate as a high school activity of some sort.

Issues that we face is that sampling is done based on the size of the classroom in which takes the survey. Another is that location plays a big part into the possible interest, as its more likely for a Kansas teen to be less drawn to video games compared to a California teen. The study also may become completely irrelevant very quickly as the popularity of games is very volatile.

One of the strengths of the study is that all sources back up the claim that esports is in fact growing and so no matter what the idea of researching more into esports is a good thing and will absolutely benefit someone in the future.

About daaragon2

I'm a Sophomore who's majoring in Informatics with a focus on Digital Media Production. I plan on doing something production related after College but I'm not too sure yet. I'm big fan of esports and hope to get into that growing industry if possible.

One thought on “Video game popularity outline

  1. I’ve already talked to a few of your classmates considering doing Human Subjects Research that involves minors. Such research needs to be conducted carefully because of the importance of participants’ autonomy in agreeing to the research. Here are the suggestions I provided those students:

    Discuss special populations and the ethics of doing this research within a special population.
    a. Review: Patten & Newhart, Topics 10 & 11
    c. See how other studies handled recruiting children for research on cartoon violence
    d. You could try the Citi Training: Social and Behavioral Student-Basic/Refresher Course: https://www.fhsu.edu/research/compliance/citi-training

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