Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types
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- Funk, Daniel C. & Pizzo, Anthony D. & Baker, Bradley J., 2018. "eSport management: Embracing eSport education and research opportunities," Sport Management Review, Elsevier, vol. 21(1), pages 7-13.
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- Daniel C. Funk & Anthony D. Pizzo & Bradley J. Baker, 2018. "eSport management: Embracing eSport education and research opportunities," Sport Management Review, Taylor & Francis Journals, vol. 21(1), pages 7-13, January.
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- Jie Lv & Cong Cao & Qianwen Xu & Linyao Ni & Xiuyan Shao & Yangyan Shi, 2022. "How Live Streaming Interactions and Their Visual Stimuli Affect Users’ Sustained Engagement Behaviour—A Comparative Experiment Using Live and Virtual Live Streaming," Sustainability, MDPI, vol. 14(14), pages 1-18, July.
- Geissler, Dominik & Beiderbeck, Daniel & Schmidt, Sascha L. & Schreyer, Dominik, 2024. "Emerging technologies and shifting consumer motives: Projecting the future of the top-tier sports media product," Technological Forecasting and Social Change, Elsevier, vol. 203(C).
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Keywords
esports; spectator motives; game genres; live-streaming; esports consumption behavior;All these keywords.
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