E-Sports and Asian Culture Daniel Beckwith Kyle Young
Hypothesis Because of a recent change in culture , Asian gamers have come to dominate the e-sports scene and Asian athletes have improved their performance in the Olympics .
Methodology ● Collected data on highest-earning e-sports players from tournament winnings Chose 5 most popular games: DOTA 2, League of Legends, StarCraft II, Counter Strike: Global ○ Offensive, and Smite Collected total tournament winnings and total number of players participating in tournaments ○ for the top 10 countries (by winnings) for each game ● Collected data on Olympic medal wins and participation Collected total number of games participated in and total number of bronze, silver, and gold ○ medals (across Summer and Winter games) per country ● Tried to determine from this data if Asian countries produce higher-performing gamers and athletes
Assumptions ● E-Sports players who win the most money are the best players ● The 5 chosen games are a good representation of the data from all the games ● Countries have equal opportunities to earn medals in the Olympics (population is not a factor)
Results ● Asian gamers win a much larger portion than expected of e-sports tournaments: 55.9% versus 28.4% ● Asian Olympians win only a slightly larger portion than expected of medals: 6.93% versus 5.48% DOTA 2 Country Name Prize Money Players China $22,226,053.65 153 United States $6,792,869.40 72 Sweden $3,922,192.13 97 Canada $3,560,817.09 23 Ukraine $3,346,695.38 47 Russian Federation $2,003,327.31 148 Pakistan $1,721,269.74 2 Malaysia $1,547,186.31 48 Singapore $1,232,321.26 32 Germany $1,218,210.70 37
Conclusion ● Traditional Asian culture is said to be one that is highly focused on that of learning and education in order to secure a brighter future ● Modern Asian culture has become more accepting of those who focus on things other than education ● Still a drive to excel, but focus has been shifted to other things such as e- sports
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