Solution 1 III Methodology The game League of Legends is one of the most popular E sport events which has more than 67 millions players online
Solution III Methodology The game League of Legends is one of the most popular E sport events which
Solution III Methodology The game League of Legends is one of the most
game League of Legends is one of the most popular E sport events which has more than millions players online
Solution III Methodology The game League of Legends is one of
the most popular E sport events which has more than millions players online
Solution III Methodology The game League of Legends is
Solution III Methodology The
(Solution) 1 III. Methodology The game " League of Legends" is one of the most popular E-sport events which has more than 67 millions players online...

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Help me re-write my methodology party of my paper (academic journal)Now is 3 and half pages, I guess I need it as a 6 pages.My topic is about E-sport and E-sport tourism. If you need whole paper (include introduction and literature review plz let me know )Following options about methodology part:You must explain how you obtained and analyzed your results for the following reasons:Readers need to know how the data was obtained because the method you chose affects the findings and, by extension, how you likely interpreted them. Methodology is crucial for any branch of scholarship because an unreliable method produces unreliable results and, as a consequence, undermines the value of your interpretations of the findings. In most cases, there are a variety of different methods you can choose to investigate a research problem. The methodology section of your paper should clearly articulate the reasons why you chose a particular procedure or technique. The reader wants to know that the data was collected or generated in a way that is consistent with accepted practice in the field of study. For example, if you are using a multiple choice questionnaire, readers need to know that it offered your respondents a reasonable range of answers to choose from. The method must be appropriate to fulfilling the overall aims of the study. For example, you need to ensure that you have a large enough sample size to be able to generalize and make recommendations based upon the findings. The methodology should discuss the problems that were anticipated and the steps you took to prevent them from occurring. For any problems that do arise, you must describe the ways in which they were minimized or why these problems do not impact in any meaningful way your interpretation of the findings. In the social and bahavioral sciences, it is important to always provide sufficient information to allow other researchers to adopt or replicate your methodology. This information is particularly important when a new method has been developed or an innovative use of an exisiting method is utilized.1 III. Methodology The game “ League of Legends” is one of the most popular E-sport events which has more than 67 millions players online for gaming. Furthermore, Riot Games Company holds different tournaments in different area (i.e. NA LCS in North American, Eu LCS, in Europe, LPL in China, LCK in South Korea, LMS in Taiwan, Hong Kong, and Macau, and International Wildcards in other countries) and Riot Games Company also hold world championship competition every year (Riot Games). Thus, researcher collected data of League of Legends from Riot Games Company to present the E-sport events and how it impact tourism industry. Moreover, because of researcher of this thesis are enthusiasts of E- Sports that researcher may understand the culture from a different perspective than an outsider, especially, because the researcher has been interest in E-sport area, the culture and community surrounding it for a long time. As a result, the analyses and interpretations conducted in this paper are done from a perspective of others view. In first step, writer wants to discuss about the development of E-sport industry in these years. Figure 1. Total Hours of live viewed each hour in League of Legend World Championship Years Total Hours of live viewed / hours 2011 2012 2013 2014 2015 No data 8.2 millions hours 70 millions hours 194 millions hours 360 millions hours

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