E-sports are becoming popular in the world today as many people become technologically savvy in the 21st Century. Technology has become part and parcel of people’s lives to the point that people cannot live without it. People in the world today have devised ways of using technology to improve their lives, including leading to the emergence of online gaming and working online. The commercialization of the online has led to the development of competitive computer games that support multiple players also referred to as E-sport. This proposal is to analyze whether E-sport may be regarded as a key development project in Hong Kong. The current study will involve the analysis of the attitude that the people around the country have towards E-sports and the changes that E-sports have brought in the lives of the individuals, society and the country at large by analyzing the contemporary literature on E-sports. The use of E-sports In Hong Kong will be compared to that of the United States of America than compared using regression analysis. It is expected that E-sports is regarded as a key development project. However, the conclusion will come from the research conducted, the data collected, and the result of the analysis. The study is important because it will help the people in society to understand the benefits of e-sports in the lives of the people. The information may then be used in making important conclusions as opposed to relying on hearsay to make a decision. The fact that the people in society believe that gaming is important in society will mean that they can use it in the improvement of the lives of the people in the society.
Playing games has been for entertainment in history. Some people monetized gaming through betting, and since then, there has been an improvement in the monetization of gaming activities. Century came up with an improvement in technology that has made it possible for people to play games together despite the fact that they are in different geographical locations. Many games have since been introduced into the market, and many investors have put their money into gaming. The increase in investment in gaming has led to the development of more video games and coming up with better platforms for gaming that will improve the gaming experience of the players. Game development has since become a serious career. The trend has since led to the development from ‘playing video games’ to ‘competitive computer games’, as known as ‘E-sports.’ ‘E-sports’ has then become an industry with many financial benefits for both the players and investors. E-sports has also attracted a large audience throughout the world in recent years, increasing the market for gaming activities and stations in the world. In the early 2000s, there were some amateurs of video games organized large amounts of video game competitions, and these competitions are become professionalized rapidly (Tassi, 2012).
eSports Earning (2015) estimates that a total of 4,721 e-sports events were hosted worldwide in 2015, with a cumulative audience of about 390 million people watching the game. More than 12,000 active E-sports players took part in the games (eSports Earning, 2015). The number of long terms and short term audiences increased from 2112 to 2017. The ratio of the short term and long term audience is similar because they are divided into players and watchers. Most of the views like the games in the long term, which makes them part of the future of the gaming industry (Newzoo, 2017). Faced with unlimited business opportunities in the E-sports industry and the continued increase in global revenue, many investors in different countries have decided to invest in gaming as a way of increasing their earnings. The online gaming industry has also attracted a variety of vendors who have decided to invest in this particular venture.
E-sports are becoming popular in the world today as many people become technologically savvy in the 21st Century. Taylor (2012) notes the fact that E-sports is becoming a serious venture in the world today. He notes that E-sports has created employment for various people in society. The fighting games have become an important genre in the professional genre, as many professional gamers have taken it to be part of their career. The introduction of games that support multiple players has greatly improved the E-sports career. Research indicates that gaming is one of the most successful ventures in some countries, meaning that it can be a good venture if the investors in Hong Kong take it seriously and make it one of the economic activities in the country. Some of the barriers to the growth of the gaming industry will become the belief among the members of the community that earnings from gaming are not legitimate.
It is important to have knowledge of the cultural policies of Hong Kong before fronting E-sports as a major product in the country. Playing games is a form of culture, and its success as a major development project will depend on its acceptance as part of the culture of the people in Hong Kong (Chitty et al., 2016). It is also important to make sure that the people in the society are aware of the benefits that E-sports bring to their lives. E-sports have been associated with smartness among the kids. All the parents want to have smart children, and they will do everything in their power to make sure that their children are smart. Computer games have also been associated with the enhancement of cognitive abilities among adults, which is another reason why E-sports may become popular in Hong Kong in the future (Dubbels, 2016). According to Nyćkowiak (2018), playing video games has become one of the professional activities among young people in society. The author also noted that the application of various strategies in E-sports requires a person to choose patterns and paths that are adapted to the intensive social and technological changes.
The project proposal is intended to provide a critical review of factors that lead to the success of E-sports and helps in determining whether E-Sports can be regarded as a key development project in Hong Kong or not. The research will investigate the reasons why the people in Hong Kong take part in E-sports and the accomplishments that they have made in the process. The study will also assess the factors that affect the success of esports in Hong Kong. This project also assesses the assertion that the successful E-sports industry has to follow the theoretical factor of success described in the study of E-sports literature. It is important to validate the theory and history with intended testing the theory against the practical implementation that lead to the success of the E-sport industry.
The current project will compare Hong Kong to other countries as a way of answering the research questions. The countries that will be compared to Hong Kong include South Korea, China, and America to investigate. The paper will also assess whether Hong Kong has the ability to develop E-sports and whether it has the potential of becoming a major E-sports city in the world. These three countries have successful E-sports industries, and they will be used as a standard and a reference point where the E-sports industry in Hong Kong can be compared. They have both overcome the initial E-sports market resistance due to insufficient of trust and unfamiliarity. Therefore, these cases of example allow us to investigate what the factor and potential of E-sports country have to require in the generic international aspect, and also to identify how Hong Kong can be learned and adapted to local demand.
People are looking for different ways to increase their income and various productive ways to spend their time. It is important to spend time in an engaging way and in a way that will improve the lives of the people. Many people are also looking for economic stability by making sure that they monetize different activities that they carry out in their lives. Zelinski & Reyes (2009) address the importance of computer games in older adults. One of the benefits of computer games presented in the paper is the fact that it helps older people to have cognitive abilities. It is important to note that cognitive abilities among the people tend to fade as they advance in age; hence it is important to find a solution to the problem. The benefits of computer games are likely to promote their usefulness in society. The computer gamers also take more time playing computer games to the point that it may eat up the time that they could have used in carrying out other important activities in the society.
Wood, Griffiths & Parke (2007) notes that many computer gamers waste more time playing games instead of doing something constructive. It is often hard to separate the gamers from gaming since a good number of them have taken it to be a part of their daily lives. It is, therefore, important to make their hobbies to be more engaging and competitive. It is also important to make it more rewarding for the benefit of the people in the society. Other counties have made E-sports as an important activity and a development project that will be used to help the people in the society.
Dongsheng, Xiaohang & Daofeng (2011) found that the E-sports games have the ability to propel the sports industry forward that will help in the development of traditional entertainment. The advancement in technology makes people devise various ways of entertainment. Dongsheng, Xiaohang & Daofeng (2011) notes the fact that the E-sports industry in China is still in its development stage and the market is still in a spontaneous and disorderly state meaning that there is a lot to be done to ensure that it is important in the lives of the people in the country. However, since the research was done, there has been a remarkable development in the E-sports arena as the people in the country have resorted to commercializing the gaming sector and made it to be a profitable sector in the society. Rubleske, Fletcher, & Westerfeld (2020) reveal the fact that E-sports has a global consumer base of 450 million. The researchers also projected the revenue in 2019 from gaming to be the US $1.1 billion. The revenue is expected to grow in the future as the gaming sector continues to gain the popularity of the people in society. It, therefore, means that when all the necessary efforts have been put in place, the gaming industry may become one of the important projects in Hong Kong. This research will assess the measures that can be put in place to make the E-sports arena to be one of the best in Hong Kong.
The E-sports industry is growing at a higher rate, and it is important for Hong Kong to take advantage of such growth. With projected revenue of US$1.1 billion and a global consumer base of roughly 450 million people. It is important to finds out how the consumer base may be increased and, in so doing, increasing the revenue made. Educating the younger generation is becoming a challenge; hence there is a need to look for creative ways of promoting education in the learning settings. Gaming has been fronted as one of the ways of promoting education among young people. The higher rate of unemployment in the society is also a source of concern, and there is a need to find ways to deal with it. An assessment of E-sports as a potentially key development project in Hong Kong will help in finding solutions to some of the cases of joblessness in the country.
A good portion of the population in Hong Kong has not yet accepted E-sports as a source of entertainment and as a source of livelihood among the people in the society despite the potential that the sector holds in the world today. It is, therefore, important to find ways of improving the sector and make it important for the population as a whole. It is important to note the fact that an investment in E-sports may play an important role in the reduction of the rate of joblessness in the society. E-sports may be used in dealing with the cases of joblessness and improving the economy of a given country. The E-sports can be very important in the society, and they can be a very important part of people’s lives if they are included as a part of the people’s culture. Rea (2019) argues that gaming has become a depiction of people’s cultures and their lives as a whole.
The current research will seek to answer the following questions as a way of making sure that it is successful:
The main objective of the current research is to find out whether E-sport can be regarded as a key development project in Hong Kong. The specific objectives of this study include:
The literature review section explores the information on E-sports as a development project, as shown in the literature. It will give information on the advancement of research in the sector and may give a clue on the advancement of research that should be done and the gaps in the research that are supposed to be filled. The section of a critical review of literature examines the several aspects of E-sports comprehensively and identify the consideration for a successful E-sport industry. Taylor (2012) defines E-sports as games played on electronic devices for either entertainment or as a professional sport that can enable an individual to earn a living. E-sports are competitions of Intelligence, technology, reaction, and physical strength, and providing a fair game system and specifications to determine the winner. They are made up of both players and spectators who are parts and parcel of the sports. The former play the game online, and the latter will be able to follow the competitions via live webcast.
There are different types of E-sports that the players can play on the E-sport platform. The different categories of E-sports include fighting, adventure, racing, and many others (RTHK, 2017). Most of the sports can be played on virtual reality platforms and other electronic platforms. The players improve their skills through regular training, meaning that the more one trains, the more he or she becomes better at playing the said games. The competition in the form of a team system also depends on the cooperation between the players. It is therefore important to understand the importance of E-sports in the society as a whole. Rambusch, Jakobsson & Pargman (2007) assessed the cognitive, cultural, economic, and technological aspects of gaming. The used counter-strike as a subject in the case study. The authors note the fact that there are many things that the E-sports copy some aspects from the traditional games. The authors also address the player-centered approaches and the issues that are related to the cross-disciplinarily of the study that borrows various perspectives from the cultural studies as well as cognitive science.
According to Lee, An & Lee (2014), E-sports is the short form for Electronic Sports, which refers to a recreational activity that involves competing with the use of the mental and physical abilities in the online environment that is similar to reality. The authors also reveal that E-sports involves various competitions and leagues that affect the network games. Lee, An & Lee (2014) note that the advent of E-sports has brought up a new culture among the people in society. With the increasing influence of games on the economy and society, E-sports has officially become a type of sports competition (Hamari, Juho; Sjöblom, Max, 2006). E-sports is an activity where people play video games competitively with the use of electronic equipment such as computers, game consoles, arcades, mobile phones as sports equipment; the operation emphasizes the confrontation Intelligencelligence and reaction between people.
It is important to understand the origin of E-sports as a way of understanding how it may be improved in the future. E-sports emerged in the year 1970s, according to Wagner (2006). In 1972, more than 20 students played a space war video game competition (Space War) on the campus of Stanford University. The competition attracted the participation of E-sports amateurs, and that was considered the first and the earliest record of E-sports activities (Hiltscher and Scholz 2015, 9). In 1980s, Japan’s Atari Company produced a thriving TV game instrument. The Space Invaders Championship was held with enthusiastic response (IGN, 2014) setting a long-term reason for the development of E-sports. In the 1990s, E-sports were significantly developed with the advent of computers and the internet. The development of the internet led to the rise in online gaming that has continued to grow over the years. The first E-sports began with first-person shooting games (FPS). The rapid development of online technology has led to the gradual development of E-sports into team battles, game complexity, and rich graphics development. Computers have subsequently been developed to meet the graphics content that is useful in the gaming process.
In 1998, Blizzard Entertainment in California released the “StarCraft” game software (Blizzard Entertainment, 2008), which is a real-time strategy game (RTS). Compared to FPS that focuses on reaction ability, RTS increases the story of the game and requires one to consider both comprehensive planning and skilled operating skills. RTS quickly developed in South Korea, and its popularity is also growing worldwide.
In 2001, the Ministry of Culture, Sports, and Tourism of Korea took the lead in establishing the ‘Korea E-sports Association’ (Simon Tsang, 2010). Its main task was to promote and regulate E-sports activities. The directors of KeSPA are composed of well-known Korean consortiums, including SK Telecom, Samsung Group, and CJ Group. Player companies, and media such as OnGameNet and Gom TV. The association is playing an important role in the development of E-sports and has increased its popularity in the country.
In 2002, the “Professional E-sports League” MLG was established and become the largest e-sports league in North America. It once dominated the e-sports league in the continent featuring many players who paid membership fees. The winners won prizes, something that motivated the players to continue playing the games (ESPN, 2009). The Professional E-sports League then grew up to become the largest and most successful E-sports league in the world. MLG widely incorporates all types of games and gives quality large-scale prizes for the players that win the large-scale competitions. The game organizers have come up with rules for the games to ensure that the playing platform is equal for all the players that are participating in the tournament. The business models for e-sports leagues have been established to ensure that E-sports makes economic sense. MLG was then acquired by Blizzard Company in 2017 when it had a strong community and experienced professional team. Activision Blizzard Company intends to combine live content, Audio and video platforms, etc., to build the ‘Entertainment Sports Programming Network’ (ESPN) in the E-sports industry. It has partnered with Play Stations to develop some engaging games to be played by the people in the society.
Tyre (2018) compares E-sports to the traditional games, and in the comparison, important information comes up that is important in understanding whether the former can be regarded as an economic activity. The author raises the concerns that come up with the traditional and E-sports such as the salaries for the players, sponsorships for the games and tournaments, world tournament events viewership numbers, among others. Tyre (2018) reveals the fact that E-sports has taken advantage of the foundation that has been put in place by the traditional games. The fact that E-sports has built on the foundation that was put in place by the traditional gaming means that it has the ability to become an economic activity in society.
Cernadas (2019) conducted a study that analyzed the market potential for the E-sports industry in Switzerland. The author notes that many players enroll to play the E-sports and get some earnings as a result. The sale of gaming hardware such as the consoles and the playing pads. The purchases for the video game accessories in the year 2020 amounted to 542 million Swiss Francs. The improvement of technology, such as the advent of 5G technology, is likely to improve the means of communication, and it is expected to take gaming to the other level in society.
The makers of the games make money as they sell their ideas and creations to the players in society. The gaming industry in the United Kingdom was the most valuable purchased entertainment with combined hardware and software sales in the year 2011. The increase in gaming has also led to an increase in electronic sales in the United Kingdom, which is important for the improvement of the economy as a whole. The increased sales in games then led to an increase in the other products that are affiliated with gaming.
According to Nyćkowiak (2018), playing video games has become one of the professional activities among young people in society. The author also noted that the application of various strategies in E-sports requires a person to choose patterns and paths that are adapted to the intensive social and technological changes. Nyćkowiak (2018) also argued that the ability of an individual to pursue E-sports as a career is dependent on the changes that occur within the platform and how they are able to affect the lives of the people in the society. The author reveals that the situation is only favorable among the people that have managed to develop skills in the given game and that they should have soft skills that will make their learning process much easier as they seek to pursue online gaming as a career. It is also important to note that the online gaming sector is for the people who are quick to learn new things as opposed to the ones that will take more time to get. Nyćkowiak (2018) notes that E-sports can be pursued as a skill and will enable an individual to make a living in the process. The fact that an individual is able to earn some money makes E-sports a potential economic activity if it is well studied and understood.
E-sports have the potential to be one of the leading sources of employment in the future if the necessary measures are put in place. Taylor (2016) notes the fact that the spectators in the E-sports are increasing as the games continuously become popular among the people in society. The increase in the number of spectators improves competitive gaming. Taylor (2016) reveals how the Major League Gaming (MLG) has become influential in society today and how it is affecting the lives of the people in the society. The intensity of the games and the composition of the spectators is also increasing at a very high rate. The tournaments are attracting more players, which increases the demand for games. The game production companies will then develop more games with the intention of meeting the demand. Companies then have to scale up their production to meet the demand, and in so doing, they have to increase the size of their staff hence creating employment. The increase in gaming activities in the future will lead to an increase in the number of gaming companies that are being established, and in so doing, many people will be employed.
E-sports are becoming part of people’s culture. Sports are changing the communities as well as the elements of physical culture Tomecka (2017). The meaning of sports in social life has also become clear in the recent past. Some people also want to take part in sports as a result of peer pressure and in so doing the popularity of E-sports increases at a very high rate. Sports are also associated with values in society, such as religious, ideological, and ethical ones.
Holden & Baker III (2019) reveal that E-sports is now a million-dollar business and has become one of the most discussed segments within the entertainment industry. E-sports are being compared to traditional sports such as football, basketball, rugby, baseball, and hockey. However, the comparison made is not apt because most people do not have full details on its influence in the lives of the people within the society. The games that make up the E-sports are intellectual properties of the developers in the society. The E-sports has a unique structure that makes it possible for the players to interact with the game vendors and the developers. The fact that E-sports have been individualized helps to improve the experience because the players will express what they do not like about the game, and in return, the developers will make the necessary changes that will improve the gaming experience. The other important advantage of E-sports is the fact that they create employment for the people who are working on other careers such as lawyers. For instance, the fact that games are the intellectual property of the developers, it means that they are likely to be stolen if necessary measures are not put in place. The fact that it creates employment for the people that are working in other careers means that it is going to be one of the important sources of employment in society. The growth in the sector is also likely to come up with various labor challenges that the companies in the industry are supposed to do their best to resolve.
The evidence is clear that the E-sport sector is growing at a very high rate and that it is likely to be one of the most important sources of employment in the future. The fact that the sector is growing at a very high rate means that people will be needed to provide the goods and services demanded. For instance, the companies that produce computers will have to produce the game consoles in bulk to meet the demand, thereby employing the engineers in the process. The need to develop new games will lead to the employment of more software engineers that will help in the production of such games. The scriptwriters will also be employed to provide the necessary storylines to the game that is being developed.
The reliable information on the amount earned from E-sports in South Korea, China, and the United States of America is clearly lacking, and it is the role of the current research to find out the information and share it in a bid to show the potential that E-sports has on the economy. E-sports are becoming popular in the world today as many people become technologically savvy in the 21st Century. Taylor (2012) notes the fact that E-sports is becoming a serious venture in the world today. He notes that E-sports has created employment for various people in society. The fighting games have become an important genre in the professional genre, as many professional gamers have taken it to be part of their career. The introduction of games that support multiple players has greatly improved the E-sports career. Research indicates that gaming is one of the most successful ventures in some countries, meaning that it can be a good venture if the investors in Hong Kong take it seriously and make it one of the economic activities in the country. Some of the barriers to the growth of the gaming industry will become the belief among the members of the community that earnings from gaming are not legitimate.
An analysis of literature and the research conducted will give important information with regards to the importance of E-sports as the source of the development projects in Hong Kong. It is important to note that the literature on Hong Kong is very limited. Taylor (2012) talks about E-sports and the professionalism that is associated with computer gaming. He notes that many people are making money through gambling with regards to online gaming. He also notes the fact that many of them earn salaries as they play the E-sports professionally. Lert-Asavapatra (2019) notes that emergence is E-sports implies the emergence of new industries and many commercial activities that will attract investors. The critics of the gaming industry cannot be ignored because they participate in limiting its growth in society. The critics talk about the consequences of the development of the gaming sector. Some of the negative influences that the critics associate with gaming is the claim that it increases the young people’s dependence on gadgets, making the young people to be used to living in the virtual world to the point that they will not be ready to live in the real world as well as changing their attitudes and consciousness.
Zolides (2015) brings up the point of labor and gender in professional gaming. The author notes the fact that the professionalism of the electronic sports is growing to make the sports to be more like the traditional ones. The E-gamers are now becoming celebrities with huge pay-cheques, and they can earn a living that they use to solve their financial problems in society. Zolides (2015) argues that the actual competition is the fraction of the labor that a professional gamer will undertake not only to earn a living but also to develop a brand. The brands will then enable the player to earn some endorsements, teams-membership, sponsorships, and digital reputation management. Zolides (2015) reveals that taking part in E-sports can be understood to be a form of celebrity creation within a particular community of fans in the society. The author also notes the fact that gender is an important factor in professional gaming. He reveals that female professional gamers have more hurdles compared to male professional gamers. They have many struggles when it comes to creating their brand as they try to commoditize their brand in the gaming community. It is time to promote female gamers and enable them to be successful in whatever they do in the gaming industry. The fact that the gaming industry is more masculine, something that makes the female players struggle within the sporting community.
The development of E-sports as a potentially key development project will be pegged on the significance of the games in the lives of the people in the society. Rea (2018) examined the importance of the digital gaming culture in the midst of the institutional transformation in South Korea. The paper is significant in the current research because it provides ideas that will be useful in other countries such as Hong Kong. According to Rea (2018), digital gaming culture is relevant in the country because of the influence that it has on the lives of the people in the society. The author argues that game is a disposition for calibration that helps in making sense of everyday strategies that will help during the precarious situations.
The traditional sports have grown to the point that they have become some of the most important sources of income to the people in the society. Kim & Jeon (2018) predict a situation where the E-sports will adopt similar revenue-generating models as the ones that are used by traditional sports. The author also notes the fact that the E-sports will also come up with creative models that will be adopted by traditional sports. It, therefore, means that the two broad categories of sports have a lot to learn from each other. According to Kim & Jeon (2018), the traditional sports are likely to adopt various innovations that are associated with E-sports such as fan engagement, live streaming, and event experience, as well as the process of sourcing for sponsorships. The good partnerships between the traditional and E-sports will create a good environment that will improve the lives of the players. For instance, they will be instrumental in the creation of useful income generation projects that will be useful to the people in the society.
Another way in which the E-sports may be regarded as key development projects in Hong Kong is by promoting the other businesses in the society that will promote the economy of a given country. Dedusenko (2019) notes the fact that that E-sports are catalysts for sustainability and tourism. The author addresses the influence of international sporting events on the economy, environment, society, and tourism in Russia. The author reveals that the E-sports arena provides more opportunities in the lives of the people in the society. Dedusenko (2019) also argues that the government may use the E-sports as a way of promoting the other sectors in the country. He notes that the private and the public partnerships, the involvement of the other stakeholders, and drawing the attention of the people to the e-sports market. Dedusenko (2019) argues that it is important to focus on the intangible benefits of sporting events because of the high financial costs that are associated with organizing sporting events.
The inclusion of gaming in the culture of the people in society will lead to its acceptance among the people in society.
Rea (2019) addresses the chronotopes and Social Types in South Korean Digital Gaming. Korea’s World-renowned digital gaming culture helps in understanding the Korean cultural chrononotypy. E-sports can be very important in society, and they can be a very important part of people’s lives if they are included as a part of people’s culture. Rea (2019) argues that gaming has become a depiction of people’s cultures and their lives as a whole. La Bella (2012) addresses the fact that sports are sources for dream jobs among the people in the population. The traditional sports have made it possible for people in different careers to get jobs by creating a platform that they can use to work. For instance, the programmers have the role of making and editing games that are supposed to be played by the people in the society. The fact that the games provide a platform for people with different careers to practice their skills, thereby earning a living in the process.
It is important to include disciplinary measures to ensure a level playing field that will make the competition to be fair enough for the players. Discipline in the E-sports will make it to be one of the most important development projects that will not only be important among the players but also create integrity that will make the game sustainable in society. According to Ruiz-Coello Frontana (2018), the relationship between the professional and the amateur players will help the latter to understand the rules of the game, and in so doing, they will practice honesty and integrity in the gaming process, which is a prerequisite to having the best team in the society. Bácsné Bába et al. (2018) give information on the strategies that are used in the promotion of E-sports in Hungary. The information will be useful in the development of the gaming industry in Hong Kong. Bába et al. (2018) reveal the fact that the countries that have a healthy lifestyle are where the people have taken sports seriously. It will be an important idea to have a physical activity that will promote the lives of the people in the society. The fact that sporting activities have health benefits to the lives of people makes sports to be very popular among the people in society. Lange et al. (2010) argue that E-sports can be used to improve the cognitive abilities of elderly people. Such advantages will make the E-sports be more popular among the people in the society, a situation that is important because it will make the games to be important as a key development project.
On the basis of the literature available in various databases, it is clear that the current research has never been done before. That is to means that there are very scanty sources that are talking about the possibility of having e-sports as a development project in Hong Kong. The gap will be filled by carrying out this research through data collection and data analysis. The research done by the other authors in Hong Kong and the other areas will give the researchers in the current study an idea of what they are supposed to expect in the research process. It will also give an idea about the methods that are supposed to be used in data collection and in the process of data analysis. The weaknesses of the sources that have been used in the research are that they do not give information on the challenges that should be expected while conducting the research. The relevance of the research is the fact that it will give important information that will make the people experience the advantages that are associated with the E-sports and may help the people in the society to gain from the advantages of E-sports in their lives and the lives of the people in the society as a whole.
In conclusion, the literature review may not be having the sources that clearly address the topic in question. However, the sources that have been included in the literature review indicate that E-sports can be used as key development projects in many countries; hence it can be applied in Hong Kong. It gives an idea of what should be expected in the research hence enhance the research process and help in coming up with the best results.
Research can be represented as ‘finding things out’ according to Saunders et al. (2009). The word ‘research’ can be broken down into research, ‘which means to once again carefully examine the puppet, test, or research, according to Grinnel (1993). Research refers to a careful and systematic investigation in a certain area of knowledge with the aim of discovering the truth and establish principles. The clarification of the characteristic of research is important in achieving the definition of research. The research must include several characteristics. First of all, it should have great controllability, should minimize the impact of other unrelated variables when exploring variable relationships. Secondly, it should be rigorous and systematic; the research process has its specific and rigorous logic steps. Thirdly, the research should be empirical and objective; research conclusions are based on exact evidence, but not a personal judgment. Lastly, the research should be valid and verifiable, the inferences made according to the research conclusions must be correct, and the results of the research should be correct when the research is conducted again and again (Kerling &Lee, 2002). The above theory enables the researchers to find out if the research is based on logical thinking for the problem, collect data through a systematic and planned method. It then summarizes, analyzes, and interprets the collected data to find an objective process of problem-solving. Moreover, we can find out and solve the problem through research.
One of the important ways of conducting research is through the use of the survey research method. It is the wide methods method of data collection because it is easier to implement; it is cheaper and less time-consuming. It is a purposeful, planned, and systematic method of collecting material about the actual or historical state of a research subject. (Groves, Fowler, Couper, Lepkowski, Tourangeau 2009). It comprehensively uses historical methods, observation methods, and other scientific methods, as well as scientific methods such as talks, questionnaires, case studies, and tests, to provide a planned, thorough and systematic understanding of educational phenomena. The current research will use a structured questionnaire as a way of collecting the data that will be used in the collection of the necessary data that will be used in answering the research questions. A copy of the questionnaire is attached in the appendix section. The questions in the questionnaires will be in line with the aims and objectives of the research. The answers will be kept short and simple to make it easier for the respondents to understand them. The researchers will keep the questions in the right context. The researchers are not supposed to ask questions that are out of the questionnaire. The responses that will be provided by respondents have been considered in the process of developing the questionnaires. All the questions used in the data collection process will be closed-ended, meaning that the respondent will pick the answer among the choices provided. A total of 10 e-gamers and five government officials will be used in the research to find out whether E-sports can be used as a development project in society. The participants will be selected at random as a way of avoiding bias in the research process that could, in turn, affect the research conducted negatively. Collecting the data at random will also help in getting the representative view of the topic among the population. Their opinions will be used as data for the research. The respondents will take part in the research willingly and without any form of coercion. Their identity will also be hidden as a way of protecting their privacy. The measures are aimed at creating a conducive environment that will enable the respondents to give the correct answers to the questions asked to enhance the research that is being conducted. In scientific research, the quantitative analysis method can make people’s understanding of the research objects more precise, in order to reveal the law more scientifically, grasp the essence, clarify the relationship, and predict the development trend of things (Babbie, Earl 2014). The data, in this case, will be analyzed with the use of SPSS as a way of making sense of the data collected (Given, Lisa M. 2008).
The current research is expected to contribute important information in the body of knowledge that will help in future studies on the topic as well as the related studies. The current research shows some gaps in the literature with regard to the potential of using E-sports as a key development project in Hong Kong. The research is therefore aimed at filling the gap and making sure that the people in the society are aware of the benefits of E-sports and, in so doing, they can make a decision on whether to embrace it or ignore it in totality. People have a right to information, and the best way to make sure that people have access to high quality and accurate information is through research. One major implication that is expected in the research is the people in society, making a decision to use gaming as a key development project.
It is expected that the people that take part in the research will agree that E-sports can be regarded as a key development project in Hong Kong-based on the information that has been shown in the literature. It is also expected that the researchers that have taken part in the research will agree that gamin is useful in society. However, the older respondents and parents are likely to be skeptical about gaming because they are likely to believe that it wastes the time that the children could use in doing homework as well as the other activities that their parents presume usefully. It is also expected that the younger participants will agree to the fact that gaming is good and is likely to be a key development project in the future. Both the younger and older respondents will be included in the research as a way of finding a balanced opinion that will give correct answers to the research questions.
E-sports are becoming popular in the world today as many people become technologically savvy in the 21st Century. Online gaming has been commercialized, leading to the development of competitive computer gaming, also referred to as E-sport. It is expected that E-sports is regarded as a key development project. However, the conclusion will come from the research conducted, the data collected, and the result of the analysis. The study is important because it will help the people in society to understand the benefits of e-sports in the lives of the people. Research is one of the important ways of getting the correct information about something. The information may then be used in making important conclusions as opposed to relying on hearsay to make a decision. The fact that the people in society believe that gaming is important in society will mean that they can use it in the improvement of the lives of the people in the society.
The project is supposed to take six months from the start to completion, and within the time, all the data should have been collected, analyzed, and the conclusion drawn. The project report should also be written within the time as evidence that the research took place, and for future reference in case, one wants to use such information in the future. The duration for the research may be extended if necessary because there are many issues in the society that are likely to affect the process of data collection and coming up with the necessary conclusions. The important feature of many projects is that it will be presented by a Gantt chart, including the relative duration of project workload and activities. Because this case of study only involves a single researcher, it is not necessary to conduct a sophisticated and complicated project plan by using a Gantt chart or other project planning methods. Some of the activities in the research will be done concurrently. However, each of the project workload and activities must be completely considered since there is no excision of the researcher to contain any project risk and data invalidation. Therefore, the risk of the project will be assessed within a week by conducting a risk register to maintain the risk. This project planning can involve active feedback, remedial, and monitoring function when required, not only consist of the idealized plan creation.
The Gannt chart of project activities, as shown below: