Thesis (Selection of subject)Thesis (Selection of subject)(version: 390)
Thesis details
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The media representation of Czech and international esport leagues
Thesis title in Czech: Mediální reprezentace českých a mezinárodních esportových lig
Thesis title in English: The media representation of Czech and international esport leagues
Key words: esport, videohry, obsah, online, média, reprezentace
English key words: esports, video games, content, online, media, representation
Academic year of topic announcement: 2023/2024
Thesis type: Bachelor's thesis
Thesis language: angličtina
Department: Department of Media Studies (23-KMS)
Supervisor: Daniel Nielsen
Author: hidden - assigned by the advisor
Date of registration: 26.03.2024
Date of assignment: 26.03.2024
Date and time of defence: 13.09.2024 09:00
Venue of defence: Hollar, H110, Hollar - místn. č. 110
Date of electronic submission:20.07.2024
Date of proceeded defence: 13.09.2024
Opponents: Mgr. Jan Houška
 
 
 
References
Hall, S. H. [Originally 1973; republished 2007]. (2018) Encoding and Decoding in the Television Discourse. In Duke University Press eBooks (pp. 257–276). https://doi.org/10.1215/9781478002413-013

Hall, S. H. (2005). Representation & the Media Transcript. Media Education Foundation. https://www.mediaed.org/transcripts/Stuart-Hall-Representation-and-the-Media-Transcript.pdf

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa
An accessible and theoretically flexible approach to qualitative data analysis. Outlines what thematic analysis is and relates it to other qualitative analytical methods.

Boluk, S., & LeMieux, P. (2017). Metagaming: playing, competing, spectating, cheating, trading, making, and breaking videogames. https://muse.jhu.edu/chapter/1953410/pdf
Describes how games transcend the "boundaries of the screen" and how streamers, viewers, analysts, or even artists are changing the way we play.

Raising the stakes: e-sports and the professionalization of computer gaming (2012). Choice Reviews Online, 50(03), 50-1511. https://doi.org/10.5860/choice.50-1511
Examines the emerging scene of professional computer gaming and the accompanying efforts to make this form of gaming a sport.

Taylor, T. L. (2018b). Watch Me Play: Twitch and the rise of game live streaming. http://ci.nii.ac.jp/ncid/BB27241144
Examines home studios and behind the scenes of major esports events. Describes the rise of live game streaming and how it is poised to change our understanding of media and audiences.

Leech, B. L. (2002). Asking questions: Techniques for semistructured interviews. PS: Political Science & Politics, 35(04), 665–668. https://doi.org/10.1017/s1049096502001129
Describes how to develop and process questions for the research interview. It takes into account the information we know and the outcome we want to achieve.
Preliminary scope of work
Tato bakalářská práce si klade za cíl nastínit, jak se esportové ligy a jejich jednotlivé týmy prezentují svým divákům, a to prostřednictvím výzkumu mediálního vývoje esportu na nejvyšší úrovni a jeho následným porovnáním s vývojem na domácí scéně.
Preliminary scope of work in English
This bachelor thesis aims to outline how esports leagues and their respective teams present themselves to their audiences by researching the media-related development of esports at the highest level, and then comparing it to the domestic development.
 
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