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        <identifier>oai:www.ideals.illinois.edu:2142/78406</identifier>
        <datestamp>2023-07-11</datestamp>
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          <dc:creator>Karakus, Efe Can</dc:creator>
          <dc:date>2015-07-22T22:16:59Z</dc:date>
          <dc:date>2015-07-22T22:16:59Z</dc:date>
          <dc:date>2015-05</dc:date>
          <dc:date>2015-04-20</dc:date>
          <dc:description>Electronic sports (eSports) viewership numbers have been growing over the years. Video games such as League of Legends, Counter Strike: Global Offensive, or Hearthstone: Heroes of Warcraft have a large following. During the League of Legends regular season matches, 250,000 people regularly tune in to watch the games. Professional players such as Enrique “Xpeke” Cedeno-Martinez have 470,000 Twitter followers. In this study, we built two visualizations to explore similarities and differences between eSports and traditional sports. We focused on the salaries earned by eSports players and the emergence of a new way of interacting with professional players via live streaming. We then compared how fan loyalties differ between the two fields.</dc:description>
          <dc:description>Submission original under an indefinite embargo labeled 'Open Access'. The submission was exported from vireo on 2015-07-22 without embargo terms</dc:description>
          <dc:description>The student, Efe Karakus, accepted the attached license on 2015-04-16 at 20:11.</dc:description>
          <dc:description>The student, Efe Karakus, submitted this Thesis for approval on 2015-04-16 at 20:15.</dc:description>
          <dc:description>This Thesis was approved for publication on 2015-04-20 at 07:33.</dc:description>
          <dc:description>DSpace SAF Submission Ingestion Package generated from Vireo submission #7909 on 2015-07-22 at 10:32:38</dc:description>
          <dc:date>2015-5</dc:date>
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KARAKUS-THESIS-2015.pdf: 7951974 bytes, checksum: 5e2b85680f62321f589063192c9b07c8 (MD5)
LICENSE.txt: 4208 bytes, checksum: f9dc3b103380aaf7f9b0cc9b791eef54 (MD5)
  Previous issue date: 2015-04-20</dc:description>
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          <dc:language>en</dc:language>
          <dc:rights>Copyright 2015 Efe Karakus</dc:rights>
          <dc:subject>League of Legends</dc:subject>
          <dc:subject>Electronic Sports</dc:subject>
          <dc:subject>Esports</dc:subject>
          <dc:title>Comparing traditional sports and electronic sports</dc:title>
          <dc:type>text</dc:type>
          <dc:type>text</dc:type>
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            <department>Computer Science</department>
            <discipline>Computer Science</discipline>
            <grantor>University of Illinois at Urbana-Champaign</grantor>
            <level>Thesis</level>
            <name>M.S.</name>
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