Proceedings of The First International Conference on Global Innovation and Trends in Economy, InCoGITE, 7 November 2019, Tangerang, Banten, Indonesia

Research Article

Design and Development of Integrated Electronic Sport (E-Sport) Event Management Platform

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  • @INPROCEEDINGS{10.4108/eai.7-11-2019.2295249,
        author={Randy  Anthony and Timotius Eka Valentino and James  Purnama and Maulahikmah  Galinium},
        title={Design and Development of Integrated Electronic Sport (E-Sport) Event Management Platform},
        proceedings={Proceedings of The First International Conference on Global Innovation and Trends in Economy,  InCoGITE, 7 November 2019, Tangerang, Banten, Indonesia},
        publisher={EAI},
        proceedings_a={INCOGITE},
        year={2020},
        month={5},
        keywords={electronic sports event management event organizer},
        doi={10.4108/eai.7-11-2019.2295249}
    }
    
  • Randy Anthony
    Timotius Eka Valentino
    James Purnama
    Maulahikmah Galinium
    Year: 2020
    Design and Development of Integrated Electronic Sport (E-Sport) Event Management Platform
    INCOGITE
    EAI
    DOI: 10.4108/eai.7-11-2019.2295249
Randy Anthony1,*, Timotius Eka Valentino1, James Purnama1, Maulahikmah Galinium1
  • 1: Swiss German University
*Contact email: randy.anthony@sgu.ac.id

Abstract

E-sport or electronic sport is competitive video gaming. Current largest e-sport competition based on its prize pool is The International 2018 with $25,532,177. In Indonesia, e-sport is supported by State Minister of Youth and Sports Affairs, Ministry of Communication and Informatics and Ministry of Industry. However, event organizers agree that current e-sport management platforms are limited to manage tournaments bracket and scheduling without capability to get event’s location information, finding sponsors and inviting players and workers. Therefore, the purpose of this research is to create a website to handle them and also integrate it with a database that contains information of e-sport community members such as event organizers, workers, players, sponsors, and tournament location providers. After website development is done, the website is tested with usability testing in order to prove the hypothesis. After the testing is done to ten samples (four event organizers, four e-sport workers and four e- sport players). Event organizers consider this website still has missing features and the user interface and user experience are not good enough. On the other hand, e-sport players and workers consider this will help them if the website has launched