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eSport consumption and sponsor brand equity: the mediating role of congruence [PDF]
The present study examines how eSport consumption influences sponsor brand equity through the mediating role of sponsor-eSport congruence. Specifically, the current study investigates the mediating effects of congruence in the relationship between two ...
Yoonji Ryu, Kyungyeol Kim
exaly +4 more sources
Older people in the world of esport: a qualitative study [PDF]
IntroductionThe inclusion of older players in the gaming world is growing rapidly, leading to the emergence of specific categories for them at major esport events.
Catherine Esnard +2 more
exaly +4 more sources
Esports matrix: Structuring the esports research agenda [PDF]
The popularity of Electronic Sports (esports) have grown tremendously in the last few years, becoming one of the most popular forms of digital entertainment. Despite continued growth, definitions and classifications of esports remain elusive, and the industry is still considered by many to be in its infancy.
Eleanor E. Cranmer +3 more
openaire +3 more sources
An ethical reflection on drug use in eSport [PDF]
Purpose Highly popular these days, eSport is inviting increasing scholarly attention and research. Scholarly work on eSport, however, remains focused on whether eSport is a “real” sport, that is, its sporting qualities and status, excluding ethical ...
Sungjoo Park, Dayoun Lim, Jinhee Kim
doaj +1 more source
Esports Players’ Transition out of Esports: Is There Life After Esports?
The purpose of this study is to explore retired/retiring esports players’ experience of transitioning out of esports. To provide in-depth insights into esports players’ transition experiences that may contribute to young players being better prepared for their own transitions, a qualitative approach was applied and four retired professional esports ...
Hong, Hee Jung, Hong, Seung Han
openaire +3 more sources
Esports is being seen as equivalent to sport. Subsequent to diagnostics started treating gaming as mental health condition or a research category. The need is being felt to explore the mental health perspective of Esports.
Pranjali Chakraborty Thakur +3 more
+5 more sources
Mobile Legend Bang Bang: Level Of Confidence Of E-Sport Athlete
There are many feelings of not being confident about playing the game in its best condition. Athletes often complain about training or during matches, especially e-sports athletes. This study aims to determine the confidence of MLBB esport athletes. This
Rama Adha Septiana
doaj +1 more source
The eSport industry has seen rapid growth over the previous decade with additional opportunities for participants to compete in competitive and casual environments.
Lindsey Darvin +2 more
doaj +1 more source
Optimalisasi Efek Chroma Key Pada Event E-Sport Live Streaming Menggunakan Color Correction
Kementerian Pemuda dan Olahraga serta Komite Olahraga Nasional Indonesia (KONI) secara resmi mengakui esports sebagai cabang olahraga prestasi di Indonesia per tahun 2020 dalam rangka mengembangkan potensi Industri Digital di bidang olahraga khususnya E ...
Argiyan Dwi Pritama, Irma Nur Cahyani
doaj +1 more source

