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Competitive Gaming: Difference between revisions

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== Introduction ==
==Introduction==
Competitive Gaming is a game mode mainly connecting to multiplayer-based video games, where players compete with each other in different types of game mechanics, skillsets and settings.
Competitive Gaming is a game mode mainly connecting to multiplayer-based video games, where players compete with each other in different types of game mechanics, skillsets and settings.


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== Main Part ==
==Main Part==


===Casual, Intermediate und Professional Competition===
===Casual, Intermediate and Professional Competition===
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=== Competitive Gaming and Skill Development ===
===Competitive Gaming and Skill Development===


===E-Sport===
===E-Sport===
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[[Soul Calibur]]
[[Soul Calibur]]


== Conclusion ==
==Conclusion==




== Related Links/ Research ==
==Related Links/ Research==
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<references />
[[Category:Research Approaches]]
[[Category:Research Approaches]]

Revision as of 16:42, 4 February 2020

Under Construction

Introduction

Competitive Gaming is a game mode mainly connecting to multiplayer-based video games, where players compete with each other in different types of game mechanics, skillsets and settings.

The spectrum of competitive gaming interconnects with the wide field of video games in various sections. Often associated with professional monetized e-sports tournaments in first place, competitive gaming can be located in way more casual or intermediate gaming circumstances.

MMORPGs, Browser Games, Casual Games, Strategy Games, Fighting Games

Hot Seat, LAN, Online-Mulitplayer

In the scientific and professional literature on video games competitive gaming is lacking profound research and recognition. [1]


Main Part

Casual, Intermediate and Professional Competition


Competitive Gaming and Skill Development

E-Sport

League of Legends

Fighting Games

Soul Calibur

Conclusion

Related Links/ Research

  1. Faust, Kyle; Meyer, Joseph; Griffiths, Mark: Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study. International Journal of Cyber Behavior, Psychology and Learning. Los Angeles/Kingston/Nottingham 2015
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