Esports, or competitive video gaming competitions, bring together aspects of sports, business, leisure, technology, and digital media, appealing to academics across multiple …
TM Scholz - International Journal on Media Management, 2020 - Taylor & Francis
This editorial gives a short preface to the eSports industry and why this industry is unusual for media management research–thereby describing the eSports ecosystem based on the …
B Kordyaka, L Pumplun, M Brunnhofer, B Kruse… - Computers in Human …, 2023 - Elsevier
Within the last decade, esports (ie, the competitive play of video games) has conquered substantial parts of digital entertainment with annually increasing revenue and consumer …
Electronic sport has seen substantial growth in market value and popularity in the last 10 years. With this growth has come the pursuit of elite esports performance, especially from a …
HJ Hong - European Sport Management Quarterly, 2023 - Taylor & Francis
Research question This study investigates the roles and responsibilities of eSports stakeholders in ensuring eSports players' health and wellbeing through the following …
Aims: Sustainability refers to the ability of esports to survive or persist. The aim of the paper is to explore emerging themes that support the development of a sustainable esports …
In multiplayer online games, players from different cultural backgrounds come together to cooperate and compete in real time. Although these games are enjoyed by billions of …
Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to …
Esports are rapidly growing within academia. In HCI, earlier work explored how problematic behaviors emerging from gender biases (eg, toxicity) negatively impact female participation …