Spectator e-sport and well-being through live streaming services
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DOI: 10.1016/j.techsoc.2020.101401
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References listed on IDEAS
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- Kim, Minseong & Kim, Hyung-Min, 2022. "What online game spectators want from their twitch streamers: Flow and well-being perspectives," Journal of Retailing and Consumer Services, Elsevier, vol. 66(C).
- Chao Wang & Zhigang Wang, 2023. "Influence of Customer Knowledge Management on Mobile Fitness Application Customer Value Cocreation Through Flow Experience and Customer Involvement," SAGE Open, , vol. 13(4), pages 21582440231, December.
- Kim, Minseong, 2022. "How can I Be as attractive as a Fitness YouTuber in the era of COVID-19? The impact of digital attributes on flow experience, satisfaction, and behavioral intention," Journal of Retailing and Consumer Services, Elsevier, vol. 64(C).
- Gong, Tao & Fan, Zhenni & Popovic, Stevo & Agudamu, & Wang, Guangxing, 2022. "Copyright protection of live esports broadcast under China's new Copyright Law," Technology in Society, Elsevier, vol. 71(C).
- Francis Mulu & Dominic Chungo, 2023. "Emotions in Negotiation and Mediation: Strategies for Managing Emotional Dynamics," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 7(5), pages 1732-1741, May.
- Mahiah Said & Ammar Azfar Azli & Shahnaz Shafiza Sabri, 2023. "Investigating the Factors Influencing Students’ Acceptance of Esports as a Career Choice," Information Management and Business Review, AMH International, vol. 15(2), pages 109-115.
- Yi He & Lidong Chen & Jingjing Mu & Azmat Ullah, 2024. "Optimal contract design for live streaming shopping in a manufacturer–retailer–streamer supply chain," Electronic Commerce Research, Springer, vol. 24(2), pages 1071-1093, June.
- Hsing-Chieh Huang & Peng-Yeh Lee & Yu-Chih Lo & I-Shen Chen & Chin-Hsien Hsu, 2021. "A Study on the Perceived Positive Coaching Leadership, Sports Enthusiasm, and Happiness of Boxing Athletes," Sustainability, MDPI, vol. 13(13), pages 1-19, June.
- Kim, Minseong, 2021. "Does playing a video game really result in improvements in psychological well-being in the era of COVID-19?," Journal of Retailing and Consumer Services, Elsevier, vol. 61(C).
- Liu, Haoyu & Chung, Leanne & Tan, Kim Hua & Peng, Bo, 2024. "I want to view it my way! How viewer engagement shapes the value co-creation on sports live streaming platform," Journal of Business Research, Elsevier, vol. 170(C).
- Chaoyu Yin & Yihan Huang & Daehwan Kim & Kyungun Kim, 2023. "The Effect of Esports Content Attributes on Viewing Flow and Well-Being: A Focus on the Moderating Effect of Esports Involvement," Sustainability, MDPI, vol. 15(16), pages 1-22, August.
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Keywords
Spectatorship; Live streaming; Flow experience; Well-being; Digital consumption; e-sport;All these keywords.
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