Guidebook for eSport fighting-game event planning : case Install 2022
Kropachev, Sergey (2022)
Kropachev, Sergey
2022
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022111522689
https://urn.fi/URN:NBN:fi:amk-2022111522689
Tiivistelmä
The purpose of this thesis work was to create a guidebook for organization of future fighting-game events by Helsinki FGC RY. The guidebook would help the association members to improve the event creation process by providing them with theoretical knowledge about event process, project management tools and templates for these tools. A written process could help the association to prepare a fighting game event that brings new attendees, increases the sponsorship opportunities that lead into bigger future events, and help Finnish fighting game community to grow.
A semi-structured interview with two main organizers provided empirical knowledge about organization’s event process, past events, possible areas that could use improvement and ideas related to the future event.
Using the theory of event process and interview results, a guidebook for fighting-game event is created. It contains project management tools that organizers did not use before, thus refining the event process. The main findings of the thesis are preparation is the most important part which directly correlates with the success of event, experience plays a great role in events since it is crucial to implement the plan and solve emerging problems, experience can be gained mostly by working in such events and creating small-scale events at first, but most importantly, aiming to create the events that the production team can enjoy and be proud of. Some suggestions of possible future research regarding fighting-game event were given.
A semi-structured interview with two main organizers provided empirical knowledge about organization’s event process, past events, possible areas that could use improvement and ideas related to the future event.
Using the theory of event process and interview results, a guidebook for fighting-game event is created. It contains project management tools that organizers did not use before, thus refining the event process. The main findings of the thesis are preparation is the most important part which directly correlates with the success of event, experience plays a great role in events since it is crucial to implement the plan and solve emerging problems, experience can be gained mostly by working in such events and creating small-scale events at first, but most importantly, aiming to create the events that the production team can enjoy and be proud of. Some suggestions of possible future research regarding fighting-game event were given.