A indústria do esporte eletrônico e sua representatividade no Brasil
Tipo
TCC
Data de publicação
2020-12-09
Periódico
Citações (Scopus)
Autores
Machado, Lucas Lopes
Moreno, Raphael Silveira
Saroli, Vitor Albuquerque
Moreno, Raphael Silveira
Saroli, Vitor Albuquerque
Orientador
Cymrot, Raquel
Título da Revista
ISSN da Revista
Título de Volume
Membros da banca
Programa
Resumo
O Esporte Eletrônico, também conhecido como eSports, é uma modalidade de competição de jogos, online. No Brasil, tanto seu número de entusiastas, quanto os investimentos neste mercado têm aumentado progressivamente, havendo potencial para destaque mundial. Entretanto há lacunas que impedem ou atrasam o crescimento desse mercado. O objetivo geral desta pesquisa foi investigar o potencial da indústria do eSports no Brasil, tendo como objetivos específicos caracterizar o perfil de consumidor e dos jogadores e ex-jogadores de eSports no Brasil. Para tanto, foram realizadas entrevistas com um jogador, um locutor e um gestor deste ramo. Segundo os entrevistados, a falta de maiores investimentos no setor, de profissionais especializados e de uma lei específica para o esporte eletrônico no Brasil são entraves que necessitam ser superados para maior crescimento da indústria de eSports no Brasil. Ressalta-se que mesmo nas condições atuais pouco favoráveis, as audiências de torneios de eSports já se igualam ou superam a de alguns eventos esportivos tradicionais. Foram também elaborados e aplicados um questionário a entusiastas e outro questionário a jogadores e ex-jogadores de eSports. Nas amostras coletadas entusiastas, jogadores e ex-jogadores são em sua maioria homens, jovens, com ensino superior ou pós-graduação, moradores da região Sudeste, com renda domiciliar entre 2 e 10 salários-mínimos e conheceram os eSports por meio de plataformas de streaming ou por meio de amigos e familiares. Outras variáveis destes grupos foram também analisadas nesta pesquisa.
Electronic Sport - also known as eSports - is an online game competition mode. In Brazil, both its number of enthusiasts and investments in this market have increased progressively, with potential for worldwide prominence. However, there are gaps that prevent or delay the growth of this market. The general objective of this research was to investigate the potential of the eSports Industry in Brazil, having as specific objectives to characterize the profile of consumers and eSports players and former playes in Brazil. To this end, interviews were conducted with a player, a speaker and a manager in this field. According to the interviewees, the lack of greater investments in the sector, specialized professionals and a specific law for electronic sports in Brazil are obstacles that need to be overcome for greater growth of the eSports industry in Brazil. It´s noted that even in the current unfavorable conditions, eSports tournament audiences already match or surpass that of some traditional sports events. A questionnaire to enthusiasts and another questionnaire to players and former eSports players were also prepared and applied. In the samples collected enthusiasts, players and former players are mostly men, young, with higher education or graduate studies, residents of the Southeast region, with household income between 2 and 10 minimum wages and have met eSports through streaming platforms or through friends and family. Other variables from these groups were also analyzed in this research.
Electronic Sport - also known as eSports - is an online game competition mode. In Brazil, both its number of enthusiasts and investments in this market have increased progressively, with potential for worldwide prominence. However, there are gaps that prevent or delay the growth of this market. The general objective of this research was to investigate the potential of the eSports Industry in Brazil, having as specific objectives to characterize the profile of consumers and eSports players and former playes in Brazil. To this end, interviews were conducted with a player, a speaker and a manager in this field. According to the interviewees, the lack of greater investments in the sector, specialized professionals and a specific law for electronic sports in Brazil are obstacles that need to be overcome for greater growth of the eSports industry in Brazil. It´s noted that even in the current unfavorable conditions, eSports tournament audiences already match or surpass that of some traditional sports events. A questionnaire to enthusiasts and another questionnaire to players and former eSports players were also prepared and applied. In the samples collected enthusiasts, players and former players are mostly men, young, with higher education or graduate studies, residents of the Southeast region, with household income between 2 and 10 minimum wages and have met eSports through streaming platforms or through friends and family. Other variables from these groups were also analyzed in this research.
Descrição
Palavras-chave
eSports , jogos eletrônicos , perfil do consumidor , electronic sport , consumer profile