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eSports und professionelles Videospielen als eigene Sportart in Deutschland. Zukunftschancen und Entwicklungspotenzial

eSports und professionelles Videospielen als eigene Sportart in Deutschland. Zukunftschancen und Entwicklungspotenzial

          
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About the Book

Bachelorarbeit aus dem Jahr 2018 im Fachbereich Medien / Kommunikation - Public Relations, Werbung, Marketing, Social Media, Note: 1,7, Fachhochschule des Mittelstands, Sprache: Deutsch, Abstract: Diese Arbeit beschreibt den kometenhaften Aufstieg der Trendsportart eSport und zieht einen Vergleich zu traditionellen Sportarten. Des Weiteren wird der eSport durch die Erläuterung verschiedenster Bereiche nähergebracht und geklärt, in welchen Belangen man den eSport mit traditionellen Sportarten in Deutschland vergleichen kann und ob der eSport in Deutschland als eigene Sportart anerkannt werden sollte. Hierfür wurde Herrn Hans Jagnow, Präsident des eSport-Bund Deutschland e.V. als Interviewpartner ausgewählt, um die Entwicklung des eSport in Deutschland zu beschreiben und auf detaillierte Fragestellungen einzugehen. Der elektronische Sport, kurz auch eSport genannt, darf sich in der Bundesrepublik Deutschland immer größer werdendem Interesse seitens der Gesellschaft, interessierter Sponsoren oder von Sportvereinen erfreuen. Doch was ist der eSport, wo findet er seinen Ursprung und von welcher Zielgruppe wird er konsumiert? Laut des e-Sport Bund Deutschland (ESBD) ist der eSport "das wettbewerbsmäßige Spielen von (netzwerkbasierten) Computer- oder Videospielen im Einzel- oder Mehrspielermodus". Und eben genau dieser Sport besitzt bereits eine lange Vergangenheit. Hierzu wird der globale Markt des eSports betrachtet. Genauer gesagt das Ende der 1970er Jahre. Denn dort wurde das erste Spiel mit einer Score-List (englisch Bestenliste) veröffentlicht, welche online anschaubar war. Der Vorteil dieses Meilensteins der eSport-Geschichte lag darin, dass sich weltweit Spieler mit anderen Akteuren messen konnten und ihre erzielten Ergebnisse miteinander vergleichen konnten. Im Jahre 1980 veranstaltete Atari, ein Elektronikkonzern aus den USA, das erste große Turnier im elektronischen Sport. Im Rahmen dieses Turniers wurde ausschließlich das Spiel Space-Invaders gespielt. Noch


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Product Details
  • ISBN-13: 9783346180735
  • Publisher: Grin Verlag
  • Publisher Imprint: Grin Verlag
  • Height: 210 mm
  • No of Pages: 68
  • Spine Width: 4 mm
  • Width: 148 mm
  • ISBN-10: 3346180735
  • Publisher Date: 17 Jun 2020
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Weight: 100 gr


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