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Research Proposal
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Topic:

Can eSports Substitute Traditional Sports during Pandemic and Beyond?

Research Proposal Instructions:

Data collection and analysis are required

Assignment title

Research proposal

Assignment weight 50%

Word limit 3,300 words

Learning outcomes

2. Make judgements about what to include/exclude in producing a critical literature review.

5. Use a referencing system (i.e., Harvard Bath) with consistency and accuracy.

6. Develop viable alternatives and how they would address sport management issues.

7. Present reflections in written and oral form

Assessment Information
This is an individual assignment. You task is to produce a research proposal that aligns with the guidelines of the University, and covers the following aspects:
Title

Introduction (~500 words) (20%)

Literature review (~1500 words) (35%)

Method (~850 words) (30%)

Expected contribution (~450 words) (15%)

References (not included in word count)

Appendices (not included in word count)

This research proposal should include a clear presentation of the problem under investigation and its importance, relevant theoretical underpinnings and critical analysis of existent literature, solid justification of the method to be used, and expected practical and theoretical contribution of the study.

Research Proposal Sample Content Preview:

CAN ESPORTS SUBSTITUTE TRADITIONAL SPORTS DURING PANDEMIC AND BEYOND?
Student name
Class Name
Professor name
University Name
Date
Table of Contents 1.    Introduction. 3 1.1      Importance of the Topic. 3 1.2      The Context for the Research/ Problem Statement 3 1.3      Research Questions. 4 1.4      Aims and Objectives. 4 1.5      Route Map. 5 2.    Literature Review.. 5 2.1      Key Concepts. 5 2.2      Background Theories and Research. 5 2.2.1       Convergence Theories. 5 2.2.2       Sportification Theory. 6 2.2.3       Gamification. 7 2.3      Rise in eSports. 8 2.4      Research Gap. 10 3.    Method. 10 3.1      Research Design. 10 3.2      Participants and Procedures. 11 3.3      Instruments. 11 3.4      Data Analysis. 12 3.5      Ethical Considerations. 12 3.6      Expected Timescale. 13 4.    Expected contribution. 13 4.1      Expected Outcomes/ Literature. 13 4.2      Need for Future Research. 13 4.3      Value of the Study for Sport Management Practitioners. 14 References. 15 Appendix: Interview Questions. 18 Can eSports Substitute Traditional Sports during Pandemic and Beyond?
Introduction
Importance of the Topic
COVID-19 has impacted all the global communities and industries, including the sporting world. The pandemic has disrupted the sporting calendar worldwide, where several sporting events were canceled or postponed. For example, the 2020 Tokyo Olympics delay resulted in Japan’s USD 6 billion financial loss (Mastromartino et al. 2020). It assumes that the country would have seen a tourism boom and increased investment abroad if the games had gone ahead. However, the country is now preparing for the possibility of the Olympics being canceled altogether, with the associated costs of such a move (Cranmer et al. 2020).
The Context for the Research/ Problem Statement
Esports has seen a significant rise in popularity in recent years. It can be attributed to several factors, but the pandemic has likely impacted the industry’s growth. The pandemic has disrupted traditional forms of support, such as family and friends, which has led to people seeking out new forms of support (Cumming 2021). Esports provides this, as fans can connect with other fans from all over the world and share their love for the games. Esports is a very lucrative industry, with a global audience of over 350 million people and over $1.5 billion. It also allows businesses to create new revenue streams, such as advertising and sponsorship (Stavros et al. 2021). Overall, the growth of traditional sports is likely to be affected by the pandemic somehow, but it is still going strong overall.
Traditional sports have filled the void left by the pandemic and explored products’ digital dimensions. The pandemic has witnessed the continuation and intensification of the convergence due to video gaming and sports industries (Richelieu 2021). The study would help cover whether the gaming industry is on the rise soon in the future and would occupy the traditional sporting or not.
Research Questions
1 After the pandemic, how does sports gaming lead to content creation and gan engagement in traditional sports?
2 How are the interest levels in gamification different in gaming and nongaming sports fan?
3 What are the motives of attachment to analyze the levels of interest of fans in different modes of games?
Aims and Objectives
The research emphasizes different aspects of video games, i.e., esports and its impact on leveraging content production and fan engagement in traditional sports and video games. It analyzes the sports fans’ reactions to motives and consumer behavior. After the pandemic, the study focuses on sports-gaming convergence between video games and traditional sports.
Route Map
The proposal is based on four major sections. The first section explains the background of the research, the research questions, aims and objectives, and the problem statement. The second section is based on the literature review of key concepts, theories, and previous research. It further finds the research gap leading toward the research hypothesis development. The third section discusses the methodology, research design, data analysis, and ethical techniques applicable to the primary research. The final part highlights the research’s expected outcomes, which could derive from the leading research.
Literature Review
Key Concepts
Traditional sports have been around for centuries and have a large following and are typically played by teams of athletes who compete against each other in a physical arena. It usually has spectators who enjoy watching the athletes compete (Richelieu 2021). On the other hand, Esports is a relatively new phenomenon that has gained popularity in recent years, and it often has spectators who enjoy watching gamers compete (Filchenko 2018). A set of rules and regulations that govern traditional sports are typically governed by rules and regulations developed by the game’s governing body. Another significant difference is that traditional sports typically generate significant revenue for the athletes and the governing body (Richelieu 2021). In contrast, esports generate considerable revenue for game developers and publishers.
Background Theories and Research
Convergence Theories
Convergence theory is that the different aspects of sports (athleticism, strategy, and technique) will eventually become more similar as the sport becomes popular and athletes have more opportunities to learn from each other. It is often explained why certain sports become more popular over time. There is evidence of convergence in many sports. For example, the dribble in basketball is becoming more like the dribble in soccer, with players using more fakes and tricks (Owoicho et al., 2018). The way players shoot basketballs has also converged over time, with more and more players shooting from the outside.
Convergence theory is often used to explain why certain sports become more popular over time. For example, the dribble in basketball is becoming more like the dribble in soccer, with players using more fakes and tricks. The way players shoot basketballs has also converged over time, with more and more players shooting from the outside. It suggests that people are looking for more complex and challenging sports to watch and that the different aspects of sports are gradually becoming more similar (Giradin et al. 2020). As each sport becomes widespread, it opens up new opportunities for athletes to learn from each other, which is likely why the different aspects of sports are converging.
There is some evidence that convergence does not always happen linearly. For example, the way players throw a baseball has not converged completely with football yet. It suggests that there is still room for variation within sports, impacting their popularity. Additionally, various other factors can impact the popularity of a sport, such as cultural changes or political events (Park & Seo, 2019). It is difficult to say whether convergence is happening in all sports, but it is an exciting concept to consider when watching any sport.
Sportification Theory
Sportification theory is a term used in social media and marketing to describe taking something, not a sport, and making it into one. It can be done by adding the elements of the sport to the activity or by referring to it as a sport. An example of this is how dodgeball has been turned into a sport, even though it is not an activity that is typically considered a sport. Sports have become more like games in recent years. It is due to the increased use of technology and the rise of fantasy sports. As a result, the line between sports and games has blurred (Heere 2018). It has made sports more entertaining and increased viewership and participation. In addition, it has led to more sponsorship and revenue opportunities for sports organizations which have had a positive impact on the sports industry.
The theory is further used to explain how people use sports to improve their lives. It can be used to explain how people use sports to improve their physical health, social lives, and mental health. It can also be used to explain how people use sports to improve their careers. Sportification theory has been used to explain how sports can be used to improve physical health (Erik & Jurgen 2021). For example, research has shown that people who participate in sports are more likely to have a healthy weight and be physically active than those involved in esports.
Gamification
Gamification applies game design elements and game mechanics in non-game contexts. Gamification has been applied to various activities, including learning, work, health, finance, and social media. In sports, gamification has been used to motivate players to engage in physical activity, learn new skills, and improve their performance. Gamification can be used to make sports more fun and engaging and help players improve their skills. One example of gamification in sports is Nike’s “Nike+ Fuelband.” The Nike+ Fuelband is a wearable device that tracks the user’s physical activity (Bitrian et al., 2020). The more activity the user logs, the more points they earn. The points can be used to purchase rewards, such as clothing and accessories from Nike.
Other examples of gamification in sports include Microsoft’s “Zune Music Pass” and Sony’s “PlayStation Plus.” These services allow users to access music streaming services and games, respectively. Several concerns have been raised about the use of gamification in sports. One concern is that gamification can be addictive. Another concern is that it can lead to cheating, as players may try to gain an advantage by using cheat codes or other methods. Despite these concerns, gamification appears to be having a positive effect on sports engagement and performance. Research has shown that Gamified exercise programs are more effective than traditional exercise programs at helping people maintain their health (Liu & Lipowski 2021). Research has shown that gamification can be motivating for players. For example, research has shown that gamified rewards increase physical activity levels more than traditional rewards.
Figure 1: Model of Gamification Convergence
Source: (Pu et al. 2021)
Rise in eSports
Esports is a form of competition using video games. While many different video games, esports generally refers to organized, competitive gaming between teams or individuals. The sport has been around for years but has only recently begun to gain mainstream attention. There are several reasons for the rise in esports. First, video games have become more popular and sophisticated, providing a more immersive experience for players. In addition, the growth of the internet and online gaming communities have made it easier for people to connect and compete. Some major esports events, such as the League of Legends World Championship, draw large crowds of spectators (Delello et al., 2021). It has helped demonstrate the popularity and potential of esports as a mainstream sport.
While there is still much growth left in the esports industry, its popularity grows rapidly. It suggests that it has a good chance of becoming a significant form of competition. Whether it will replace traditional sports remains to be seen, but it is already becoming a popular form of entertainment (Buzzelli & Draper 2021). The pandemic has had a significant impact on the esports industry. Tournament organizers, teams, and players have adapted to the new reality of widespread travel restrictions and social isolation.
It is because many people are looking for ways to escape from the reality of the pandemic. Esports provide an exciting and engaging form of entertainment that people of all ages can enjoy (Garcia & Murillo 2020). The pandemic has had a significant impact on the esports industry, and however, it has al...
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