Title Intercultural Relation Between Sports and E-sports: Opening a Gateway for Sports Education /
Translation of Title Tarpkultūrinis ryšys tarp sporto ir e-sporto: sporto edukologijos įgalinimas ir panaudojimo galimybės.
Authors Jazdauskas, Gintautas
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Pages 87
Keywords [eng] sports ; electronic sports ; education ; culture
Abstract [eng] In this thesis the application of sports education possibilities for e-sports players, based on cultural similarities between sports and e-sports is researched. The research is relevant and significant because sports education in e-sports has not been previously researched, even though cultural and structural similarities between sports and e-sports is evident. Research object – application of sports education possibilities for e-sports players. Research aim – To investigate if, based on the cultural similarities of sports and e-sports, sports education could be applied to e-sports players. While performing the research “Intercultural Relation between Sports and E-Sports: Opening a Gateway for Sports Education” a quantitative research strategy was employed which was supported by qualitative research methods. During the research content analysis, interview and survey methods were employed. The main method of data collection was a semi-closed online survey where research relevant topic were covered. While seeking to carry out the set objectives content analysis and interviews were employed for cultural analysis of e-sports, the collected information alongside sports education literature was used in creation of online survey. The online survey was used in order to investigate the developments of e-sports players and areas where sports education could be employed. Research scope – the research was carried out from 2013 April to 2015 September, the research participants were e-sports players from Lithuania (interviews) and e-sports forums visitors (962 respondents). The research indicated that there are cultural and ontological similarities between sports and e- sports in form of values, rituals, heroes and symbols (Hofstede, Trompenaars, Huizinga). Research results confirm that e-sports players follow a process of development, playing motives and goals differ according to their development stages, areas where sports education could be used were identified. The thesis consists of 3 chapters: first chapter presents sports and e-sports cultures and their comparison, second analyses sports education, third – methodology, methods, scope, ethics, empirical e- sports culture analysis, survey results and interpretation. The chapters are followed by discussion, outcomes and recommendations, annexes.
Dissertation Institution Šiaulių universitetas.
Type Master thesis
Language English
Publication date 2015