Figure 2 - uploaded by Nikolina Vukelic
Content may be subject to copyright.
Ryan and Deci (2000) different types of motivation 

Ryan and Deci (2000) different types of motivation 

Source publication
Thesis
Full-text available
Purpose The purpose of this thesis is to investigate what motivates industry participates to pursue a career within eSports in an organisational role. Design/methodology/approach In order to research motivation, the conceptual model implements the self-determination theory by Ryan and Deci (2000) and is supplemented with the sport motivation scal...

Context in source publication

Context 1
... authors split motivation in three dis- tinct categories: a) Intrinsic motivation, b) Extrinsic motivation, and c) Amotivation. Figure 2 shows types of motivation created by (Deci & Ryan, 1985). ...

Similar publications

Preprint
Full-text available
The process of playtesting a game is subjective, expensive and incomplete. In this paper, we present a playtesting approach that explores the game space with automated agents and collects data to answer questions posed by the designers. Rather than have agents interacting with an actual game client, this approach recreates the bare bone mechanics o...

Citations

... La generación de empleo es la capacidad que tiene la actividad turística para la creación de nuevos puestos laborales en un destino turístico. Mathieson & Wall (1990) (Vukelic & Jørgensen, 2018). Arturo ...
Thesis
Full-text available
En un contexto donde la tecnología está cada vez más presente en los distintos aspectos de la vida, se ha dado el surgimiento del denominado fenómeno de los Deportes Electrónicos, o “esports”: jugar de manera competitiva y profesional un videojuego. El aumento constante en la audiencia de deportes electrónicos y en el número de competiciones organizadas de videojuegos ha llamado la atención de las industrias del deporte, eventos y entretenimiento. La presente investigación tiene como propósito profundizar el estudio de los deportes electrónicos desde una perspectiva turística. Para ello se realiza una conceptualización y contextualización de la oferta de los eventos en donde se desarrollan las competencias de deportes electrónicos tanto a nivel nacional como internacional, identificando los distintos elementos que hacen posible su desarrollo. A partir de esto, se busca determinar la posibilidad de plantear a los eventos de deportes electrónicos como un producto turístico y el grado de profesionalización de la actividad en Argentina. Para aquellos interesados en comprender el fenómeno de los deportes electrónicos y la potencialidad turística que posee, es necesario sumergirse en su cultura, comprender el lenguaje técnico y las particularidades que rodean la escena competitiva, permitiendo una mejor interpretación de los datos.
Chapter
In the field of tourism, many destinations are familiar with receiving visitors motivated to travel for traditional sport events. But working in esports is another world entirely since it combines the competitiveness of sport with entertainment. It is from these particularities that tourism destinations that want to host this type of event must learn the basics of how to navigate the esports ecosystem and where to start when their city seeks to organize esports events. Although esports have roots based on digital consumption, their transfer from virtual space to physical space occurs more frequently through the celebration of increasingly crowded competitive events with greater international repercussion. This chapter aims to analyze the benefits of hosting esports events for the tourism ecosystem of a destination, taking Argentina and Spain as study cases. In particular, the chapter focuses on how destinations looking to diversify their offer can interact with those events, and the opportunities and challenges that they bring.