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Esports as a novel way of socializing and networking for students and businesses : in and beyond COVID-19 times

Elzen, L.C. van den (2022) Esports as a novel way of socializing and networking for students and businesses : in and beyond COVID-19 times.

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Abstract:Esportsladder is an initiative of University of Twente to facilitate socializing and networking opportunities for students and businesses. This thesis consists of two main parts: five exploratory research methods and a survey. The key aim of this thesis is to research to what extend Esportsladder can engage a wide variety of people with Esportsladder. The main finding of the exploratory research methods showed that it was difficult to onboard people in a ladder competition. The exploratory research methods also discovered the Risks for Onboarding (RFO). The Type Of Gamer scale (TOG) is constructed as a measure to categorize gamers into different categories: non-gamers, casual gamers and hardcore gamers. The scale is used in the survey and is measured by self-observed behavior of the respondents by rating six statements. The TOG gives insight into characteristics that different Types Of Gamers possess and which potential features of Esportsladder would possibly appeal to them. The research model used for this research is buildup of the constructs RFO and TOG and enhanced with validated, traditional constructs from the Technology Acceptance Model (TAM).
Item Type:Essay (Master)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:02 science and culture in general
Programme:Interaction Technology MSc (60030)
Link to this item:https://purl.utwente.nl/essays/89418
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