E-Sports, known as electronic sports, professional video gaming or pro gaming, refers to the use of video games for sports. In today’s a growing economy, there is a continuous strengthening of the E-Sports industry; E-Sports has officially become a kind of sports. Believe or not, E-Sports has an incredible market share in the gaming market. In 2017, E-Sport the grew of 41.3 % over last year, which equates up the value of $696 million (NewZoo, 2017).
According to 2017 Global E-Sports Market Report (NewZoo, 2017), day, worldwide, there are E-Sports games held every day. It also reported that 67 million people playing every month, 27 million playing every day, and over 7.5 million playing concurrently during each day’s peak play time. Also, the E-Sports enthusiast audience is made up of mostly young people and males, with half of them aged between 21-35 and 71% males.
The purpose of this project, through interactive design, is to create a mobile application that helps ordinary players find teammates and join a team faster and more convenient than ever.
Library of Congress Subject Headings
Video games industry--Interactive multimedia--Design; Video games--Social aspects--Interactive multimedia--Design; Mobile apps--Design
Visual Communication Design (MFA)
Department, Program, or Center
School of Design (CIAS)
Wang, Mengying, "Team Queue: A mobile application which provides a third party stage for an E-Sports service provider" (2018). Thesis. Rochester Institute of Technology. Accessed from
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