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Simon, Dániel
Viktor, Patrik
Molnár, Albert
Csiszárik Kocsír, Ágnes
Fehér-Polgár, Pál
2025-11-27T09:37:25Z
2025-11-27T09:37:25Z
2021
http://hdl.handle.net/20.500.14044/35892
We are living in a world of Digitalization and evolving technological development. On the line with traditional sports, eSports have risen a lot in popularity over a short period of time. This motivated our team to investigate the Hungarian gaming markets’ habits, composition, consumer behavior and purchasing decisions. Having analyzed the videogame market both in Hungary and globally, we determined the most popular online games. Since the Hungarian eSport market is in its infancy, it is quite far behind in building the infrastructure and having the community’s size to push for better events. In order to make accurate conclusions about the state of the Hungarian gaming market, we surveyed 724 respondents aged 13-55, both male and female to find answers to a set of carefully composed questions. We were successful in explaining the market's purchasing habits, betting activities and reviewed possibilities of development of the video game market.hu_HU
dc.formatpdfhu_HU
enhu_HU
Gaming habits and the development of the Esports industry in Hungaryhu_HU
Open accesshu_HU
Óbudai Egyetemhu_HU
2021. Június 18-19.hu_HU
Budapesthu_HU
Keleti Károly Gazdasági Karhu_HU
Óbudai Egyetemhu_HU
Bölcsészettudományok - neveléstudományokhu_HU
esportshu_HU
gaming habitshu_HU
videogameshu_HU
hungaryhu_HU
gamblinghu_HU
Konferenciaközleményhu_HU
MEB — 19th International Conference on Management, Enterprise, Benchmarking. Proceedings (MEB 2021)hu_HU
local.tempfieldCollectionsKönyvrészletekhu_HU
11.hu_HU
Kiadói változathu_HU
14 p.hu_HU
MEB 19th Management, Enterprise and Benchmarkinghu_HU
978-963-449-265-8hu_HU
2021hu_HU
Óbudai Egyetemhu_HU
Budapesthu_HU


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