Influncers contribution to marketing strategy of E-sport company: the case of Riot games, Inc

Thesis title: Influncers contribution to marketing strategy of E-sport company: the case of Riot games, Inc
Author: Kolacia, Filip
Thesis type: Bachelor thesis
Supervisor: Machek, Martin
Opponents: Kolouchová, Daniela
Thesis language: English
Abstract:
The purpose of this thesis is to investigate the contribution of influencers to the marketing strategy of Riot Games, Inc., specifically for the launch of their brand new video game, Valorant. Esports are becoming increasingly relevant to younger generations like Generation Z and Millennials. In this study, qualitative methods were used to examine the results of in-depth interviews with influential people between 18 and 33 years old in the gaming industry. These interviews were conducted online using three social media platforms, including Discord, Messenger, and Zoom. The results from the interviews were analyzed through four themes, which were gathered by the six stage thematic approach. Furthermore, a differentiation between traditional sports and Esports was implement to ensure a thorough understanding of the terms. Further studies were conducted in order to establish metrics that will aid in determining the contribution of influencer marketing to the stakeholders in Esports comprising companies, viewers and community. Finally, based on the results drawn from this study, several recommendations about the ways of building a successful influencer marketing strategy for gaming companies were given.
Keywords: Esports; influencers; Riot Games; Valorant
Thesis title: Influencers contribution to marketing strategy of Esports company: the case of Riot Games, Inc
Author: Kolacia, Filip
Thesis type: Bakalářská práce
Supervisor: Machek, Martin
Opponents: Kolouchová, Daniela
Thesis language: English
Abstract:
The purpose of this thesis is to investigate the contribution of influencers to the marketing strategy of Riot Games, Inc., specifically for the launch of their brand new video game, Valorant. Esports are becoming increasingly relevant to younger generations like Generation Z and Millennials. In this study, qualitative methods were used to examine the results of in-depth interviews with influential people between 18 and 33 years old in the gaming industry. These interviews were conducted online using three social media platforms, including Discord, Messenger, and Zoom. The results from the interviews were analyzed through four themes, which were gathered by the six stage thematic approach. Furthermore, a differentiation between traditional sports and Esports was implement to ensure a thorough understanding of the terms. Further studies were conducted in order to establish metrics that will aid in determining the contribution of influencer marketing to the stakeholders in Esports comprising companies, viewers and community. Finally, based on the results drawn from this study, several recommendations about the ways of building a successful influencer marketing strategy for gaming companies were given.
Keywords: Esports; influencers; Riot Games; Valorant

Information about study

Study programme: Ekonomika a management/Business Administration/Corporate Finance and Management
Type of study programme: Bakalářský studijní program
Assigned degree: Bc.
Institutions assigning academic degree: Vysoká škola ekonomická v Praze
Faculty: Faculty of Business Administration
Department: Department of Marketing

Information on submission and defense

Date of assignment: 22. 6. 2022
Date of submission: 14. 12. 2022
Date of defense: 31. 1. 2023
Identifier in the InSIS system: https://insis.vse.cz/zp/77395/podrobnosti

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