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Videojuegos violentos, violencia y variables relacionadas: estado del debate
Los videojuegos son una nueva forma de entretenimiento masivo que cada vez más personas encuadran dentro de una nueva forma de deporte. En esta revisión se trata de dilucidar cuál es el estado de debate acerca de la relación entre uso de videojuegos ...
Martín Jiménez Toribio
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Research background: At the beginning of this century, the eSports industry was not yet a major player although it already existed as a niche of video and computer games.
Block Sebastian, Haack Florian
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eSports Switzerland 2019 : a study by the Institute of Marketing Management under the direction of Marcel Hüttermann [PDF]
eSports Switzerland 2019 is the first study on eSports in Switzerland. The Institute for Marketing Management at the ZHAW is thus addressing a topic that is currently attracting attention worldwide for a variety of reasons: On the one hand, because the ...
Hüttermann, Marcel
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Esports is a growing phenomenon that is capturing the attention of individuals worldwide, and has grown to provide professional and lucrative careers for those who reach the upper echelons.
Kabir Bubna +4 more
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Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review
While discussion and media coverage of esports (i.e., organized competitive video gaming) has dramatically increased since 2016, the use of esports by established consumer brands has not been emphasized in the sport marketing and sponsorship literature ...
Gawrysiak Joey +3 more
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Esports Skills are People Skills [PDF]
Esports is the fastest growing sports industry globally, and esports research is becoming more prevalent. However, there is a lack of research on what 21st century skills esports players develop.
Hanghøj, Thorkild +1 more
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eSports Fever in Iran: Examining Consumer Behaviors and Cultural Dynamics in eSports Consumption [PDF]
Purpose: Exploring Consumer Behaviors in eSports Consumption in Iran and its Implications for the Cultural Landscape.Methodology: This qualitative research employed a grounded theory approach to investigate Consumer Behaviors in eSports Consumption in ...
Rasool Norouzi Seyed Hossini
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This study examined the perceptions and experiences of middle-aged and older adult participants in electronic sports (eSports) in Hong Kong (HK), China, by using the social marketing (SM) approach. This qualitative study applied SM approach to the design
Ka-Man Leung, William Chu
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Spartan Daily, February 11, 2020 [PDF]
Volume 154, Issue 8https://scholarworks.sjsu.edu/spartan_daily_2020/1007/thumbnail ...
San Jose State University, School of Journalism and Mass Communications
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Objectives The interest for competitive esports is growing. Little is known regarding musculoskeletal (MSK) pain among esports athletes. We aimed to investigate (1) the prevalence of MSK pain, (2) the association between MSK pain and esports-related ...
Michael Skovdal Rathleff +5 more
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