eSports – Competitive sports or recreational activity?
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DOI: 10.1016/j.smr.2017.07.011
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- Seo, Yuri, 2016. "Professionalized consumption and identity transformations in the field of eSports," Journal of Business Research, Elsevier, vol. 69(1), pages 264-272.
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- Sergio Machado & Bruno Travassos & Diogo S. Teixeira & Filipe Rodrigues & Luis Cid & Diogo Monteiro, 2021. "Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review," IJERPH, MDPI, vol. 18(7), pages 1-9, April.
- Hergueux, Jerome & Smagghue, Gabriel, 2023. "The dominance of skill in online poker," International Review of Law and Economics, Elsevier, vol. 74(C).
- Giachino, Chiara & Nirino, Niccolò & Leonidou, Erasmia & Glyptis, Loukas, 2023. "eSport in the digital era: Exploring the moderating role of perceived usefulness on financial behavioural aspects within reward-crowdfunding," Journal of Business Research, Elsevier, vol. 155(PB).
- Hollebeek, Linda D. & Abbasi, Amir Zaib & Schultz, Carsten D. & Ting, Ding Hooi & Sigurdsson, Valdimar, 2022. "Hedonic consumption experience in videogaming: A multidimensional perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 65(C).
- Michael R. Ward & Alexander D. Harmon, 2019. "ESport Superstars," Journal of Sports Economics, , vol. 20(8), pages 987-1013, December.
- Sophia Terwiel & John F Rauthmann & Maike Luhmann, 2020. "Using the situational characteristics of the DIAMONDS taxonomy to distinguish sports to more precisely investigate their relation with psychologically relevant variables," PLOS ONE, Public Library of Science, vol. 15(10), pages 1-15, October.
- E. Mitchell Church & Ravi Thambusamy, 2022. "Game-swinging on Twitch: an affordances perspective," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1677-1689, September.
- Dennis Coates & Petr Parshakov & Sofia Paklina, 2020. "Do Managers Matter: Evidence From E‐Sports," Contemporary Economic Policy, Western Economic Association International, vol. 38(2), pages 304-312, April.
- Weisheng Chiu & Thomas Chun Man Fan & Sang-Back Nam & Ping-Hung Sun, 2021. "Knowledge Mapping and Sustainable Development of eSports Research: A Bibliometric and Visualized Analysis," Sustainability, MDPI, vol. 13(18), pages 1-17, September.
- Cunningham, George B. & Fairley, Sheranne & Ferkins, Lesley & Kerwin, Shannon & Lock, Daniel & Shaw, Sally & Wicker, Pamela, 2018. "eSport: Construct specifications and implications for sport management," Sport Management Review, Elsevier, vol. 21(1), pages 1-6.
- Frano Giakoni-Ramírez & Eugenio Merellano-Navarro & Daniel Duclos-Bastías, 2022. "Professional Esports Players: Motivation and Physical Activity Levels," IJERPH, MDPI, vol. 19(4), pages 1-13, February.
- Haozhou Pu & Jeeyoon Kim & Corinne Daprano, 2021. "Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond," Societies, MDPI, vol. 11(4), pages 1-18, October.
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Keywords
Physical activity; Gamification; Experiences; Trend;All these keywords.
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