Results 1 to 10 of about 32,162 (214)

Esports matrix: Structuring the esports research agenda [PDF]

open access: yesComputers in Human Behavior, 2021
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.
Cranmer, Eleanor   +3 more
exaly   +4 more sources

Effects of Electronic Sports on Community-Dwelling Older Adults With Mild Cognitive Impairment: A Randomized Controlled Study. [PDF]

open access: yesGeriatr Gerontol Int
The effects of eSports on cognitive function and psychiatric symptoms in older adults with MCI could not be confirmed in this study. The potential of eSports to enhance cognition and alleviate psychiatric symptoms in older adults warrants further investigation through larger, rigorously designed studies to establish its efficacy.ABSTRACTAimElectronic ...
Hayashi H   +10 more
europepmc   +2 more sources

Feature Analysis of Facial Color Information During Emotional Arousal in Japanese Older Adults Playing eSports. [PDF]

open access: yesSensors (Basel)
Rapid digitalization has resulted in an increase in the number of older adults playing electronic sports (eSports). Therefore, it must be investigated whether eSports have a positive effect on cognitive function in older adults. We explored the traits of
Kikuchi R   +9 more
europepmc   +2 more sources

Esports fandom in the age of transmedia: the reception of the overwatch league

open access: yesEracle, 2021
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

Clustering Esports Gameplay Consumers via Game Experiences

open access: yesFrontiers in Sports and Active Living, 2021
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

What is esports? A systematic scoping review and concept analysis of esports

open access: yesHeliyon, 2023
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
Di Tang   +5 more
doaj   +1 more source

Esports Clubs’ Work in Media Spaces: Distinctive Features [PDF]

open access: yesАктуальні питання масової комунікації, 2020
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

Perspectives of eFootball Players and Staff Members Regarding the Effects of Esports on Health: A Qualitative Study

open access: yesSports Medicine - Open, 2023
Background Recently, esports have been argued to impact esports players' health, particularly for those competing at higher levels. Esports are a relatively new phenomenon, and an inside perspective regarding esports players’ needs and experiences is ...
Ana Monteiro Pereira   +5 more
doaj   +1 more source

Esports Fan Engagement: A Comparison of PC and Console Esports Team Fans

open access: yesFrontiers in Sports and Active Living, 2022
Esports, competitive video game competitions, are a leading digital innovation at the nexus of sports, business, and technology. Given their prominent position, esports have received extensive media and academic attention.
Marcel Huettermann, Anthony D. Pizzo
doaj   +1 more source

The Infancy of the Esports Industry as a Risk to its Sponsors

open access: yesScientific Annals of Economics and Business, 2023
In less than 10 years, esports have turned into a global phenomenon with a large following that rivals the audience size of popular established sports. This has resulted in a massive influx of esports sponsors. However, because it appeared and evolved so
Bruno Duarte Abreu Freitas
doaj   +1 more source

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