Abstract:
Los eSports están viviendo uno de sus mejores momentos y su extensión por la sociedad, sobre todo por los más jóvenes, es cada vez mayor. Existen multitud de medios online con los que una persona interesada en estos deportes puede informarse o seguir un partido de, por ejemplo, League of Legends, H... Ver más
ESports are experiencing one of their best moments, and their social spreading, especially among the youngest population, is increasing. There are many online media a person interested in these sports can use to get information about or just to follow a play, for example, of League of Legends, Heartstone, OverWatch or FIFA, among other competitive games. But when it comes to the radio, there is a gap that leaves eSports apart from other sports.
Given this situation, the main idea of this Final Degree Project is to demonstrate that this new way of entertainment has also a place within the radio field, being a claim so that the radio can regain the audience of people between 21 and 35, which was being lost.
Nowadays, electronic sports have become one of the most important entertainment ways, with 453 million viewers around the world and more than $ 1.1 billion investment in their various competitions.
The popularity that eSports have is a clear opportunity for the radio and for the other traditional media to join the list of those who report and broadcast the daily life of electronic sports, not as something specific, bus as already standardized information.
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