Please use this identifier to cite or link to this item: http://cmuir.cmu.ac.th/jspui/handle/6653943832/73745
Title: ไทยอีลีกโปรกับการเติบโตของอีสปอร์ตในประเทศไทย
Other Titles: Thai E-League Pro and the raising of eSport in Thailand
Authors: รวิโรจน์ ไทรงาม
Authors: วสันต์ ปัญญาแก้ว
รวิโรจน์ ไทรงาม
Issue Date: Jun-2021
Publisher: เชียงใหม่ : บัณฑิตวิทยาลัย มหาวิทยาลัยเชียงใหม่
Abstract: This thesis examines the growth of digital game competition or eSport in Thai society, through Thai E-league Pro that is joint ventured by the Football Association of Thailand and Konami company Japan withinthe context of a spread of communication technology, digital devices, and the popularity of digital game consumption. Playing games becomes leisure time and activity in the present. This research conducted by applying a concept of cultural industry cultural studies and game studies. and collecting data from fieldwork, documentary research from relevant books and articles. This research argues that Thai E-League Pro is the eSport competitionthat is not only reflected the business connection of digital game between Thailand and the International, but also a mechanism that promote itself, as a game industry, and to advertise Thailand professional football league. The main features of this eSport tournament are 1. The use of PES 2019-2020 a game produced by Konami in the game competition. 2. The platform is designed to include a Thai football team plays in Thai League, the football club’s symbol, and the lists of football players in such football club in Thai League, which have their copyrights to join in the game eSports. 3. This eSport competition have produced a live show of its competition, broadcasting it via digital television and social media on the Thai E-League Pro fan page. From the game consumption point of view, a media consumption of game competition program that is lived through social media is distinctive from TV and other mas media consumption. The game (eSports) consumer must enthusiastically participate in the game, either by watching the eSport program or just playing that game. In this sense, the game consumption in the present reflects a way humans and computer technology interact with each other. And the game consumption is popularly followed and watched through the game streaming networks, on the internet, and social media platforms. This leads to a development of new leisure time and game consumption which is popularly practiced among young people in Thai society. This thesis argues that eSport is social phenomena which has not simply reflected a new relations between human and machine but also is a mechanism to promote the digital game industry, to drive and reinforce a digital game consumption as a new leisure and a way to get access to happiness among humans.
URI: http://cmuir.cmu.ac.th/jspui/handle/6653943832/73745
Appears in Collections:SOC: Theses

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