Results 1 to 10 of about 1,567 (165)
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.
Dai-In Han +2 more
exaly +4 more sources
What is esports? A systematic scoping review and concept analysis of esports
This study conducted a systematic scoping review to collect definitions and explanations of esports and its related concepts in the existing literature. A thematic coding approach was used to screen possible disagreements and issues between the different
Raymond Sum, Minghui Li, Di Tang
exaly +3 more sources
An exploration of esports fan identity, engagement practices, and motives
As esports continues to grow in popularity, it is important to evaluate esports viewers and the fan communities that form around esports. The present study surveyed esports fans (N = 174) to examine motives for watching esports, how those motives may ...
Natalie Pennington, Joshua Barney
exaly +3 more sources
As the esports industry continues its rapid growth, new opportunities such as the metaverse and non-fungible tokens (NFTs) are emerging, driven by the inherently digital nature of esports. To better understand viewer engagement in this evolving landscape,
Hyeon Jo, Jo Hyeon
exaly +2 more sources
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
Clustering Esports Gameplay Consumers via Game Experiences
This study focuses on “game experiences” in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware.
Wooyoung William Jang +3 more
doaj +1 more source
Esports fandom in the age of transmedia: the reception of the overwatch league
In our article, we analyse the ways audiences engage with Overwatch esports and construct their fan relationships. We situate our research into several intersecting theoretical frames. To understand how Overwatch esports audiences engage with the esports
Tanja Välisalo, Maria Ruotsalainen
doaj +1 more source
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
Understanding Motivational Factors Influencing Intention to Play Esports Games in Türkiye
The purpose of this study is to investigate Turkish esports players' motivations for their intention to play esports games. The factors influencing esports players' intention to play esports games were tested with PLS-SEM.
Mikail Batu +3 more
doaj +1 more source
Esports Clubs’ Work in Media Spaces: Distinctive Features [PDF]
On 7 May 2015, the term “esports” was officially added to one of the most extensive online English dictionaries “Dictionary.com.” The dictionary gives the following definition of the term “esports”: “competitive tournaments of video games, especially ...
Oleksandr Petryk +2 more
doaj +1 more source

