Though most men had returned to their hometowns after World War II, few came back to the tiny village of Magrit, Minnesota. Irini, a nineteen year-old woman, works in the Scientific Kitchen at Margaret Mill, a cereal factory, with most of Magrit's...
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Though most men had returned to their hometowns after World War II, few came back to the tiny village of Magrit, Minnesota. Irini, a nineteen year-old woman, works in the Scientific Kitchen at Margaret Mill, a cereal factory, with most of Magrit's other eligible bachelorettes. Hoping to promote his business and attract some suitors for his staff, the owner of the mill forms a women's baseball team called the Sweetwheat Sweethearts. Irini, who wields a fearsome throwing arm, strong from kneading bread dough, is the team's star center fielder and her successes, failures, and revelations on and off the ball field are endearingly recalled by her now grown daughter.
2.5.1 Sponsoring Properties and Activities2.5.2 Sponsor Composition; 2.5.3 The Attractiveness of the Target Group; 2.6 Consolidation and Future Outlook; 2.6.1 Overall Market Size and Growth; 2.6.2 Magic Triangle of Sports and the Flow of Money; 2.6.3...
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2.5.1 Sponsoring Properties and Activities2.5.2 Sponsor Composition; 2.5.3 The Attractiveness of the Target Group; 2.6 Consolidation and Future Outlook; 2.6.1 Overall Market Size and Growth; 2.6.2 Magic Triangle of Sports and the Flow of Money; 2.6.3 New Technologies; 2.6.4 Legal and Political Aspects and the Relation to Traditional Sports; 3 Empirical Research on 3rd and 4th Degree Sponsoring; 3.1 Previous Research on eSports; 3.2 Research Problem Definition and Objectives; 3.3 The Case Study; 3.4 Theoretical Model, Research Design and Methods; 3.5 Data Collection; 3.5.1 Field Study 3.5.2 Online Survey3.6 Data Analysis; 3.6.1 Socio-Demographics; 3.6.2 Verification of the Required Conditions; 3.6.3 Attitude towards Sports Sponsoring; 3.6.4 Awareness at Event; 3.6.5 Attitude and Perception; 3.6.6 Image Transfer Potential; 3.6.7 Created Brand Connection with eSports; 3.6.8 International Results; 3.7 Summarization and Implications; 3.8 Limitations and Future Research; 4 Conclusion; Bibliography; Appendixes Cover ; Table of Content; List of Abbreviations; Lists of Images and Tables; 1 Introduction; 1.1 Problem Statement; 1.2 Disambiguation; 2 The eSports Market; 2.1 Historical Development; 2.2 ESports Disciplines; 2.2.1 Hardware Systems; 2.2.2 Genres and Games; 2.3 Key Components of the eSports Ecosystem; 2.3.1 Consumers: The eSports Fans; 2.3.2 Players; 2.3.3 Teams: eSports Clubs; 2.3.4 Leagues and Tournaments; 2.3.5 Events; 2.3.6 Media Channels; 2.3.7 Publishers; 2.3.8 Brands; 2.3.9 Associations; 2.4 Risk Factors; 2.4.1 Corruption; 2.4.2 Virtual Violence; 2.5 Sponsoring in Western eSports