Browse Items (7 total)

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. (2021). Boosting: Rank and Skill Deception in Esports. Entertainment Computing 36, 100393.

Dipa Kalyani Sujata, P., Bianca Sardjono, S., & Putri Hendratno, S. (2022). Esport Ecosystem, Financial Behavior, and Carbon Emissions in Indonesian Urban Area. In 2022 4th Asia Pacific Information Technology Conference (pp. 123-130).

Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.

Bankova, K., & Nablsi, A. (2022). " Old-School" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective.

Mendoza, G., Bonilla, I., Chamarro, A., Jiménez, M., & Barcelona, V. (2022). Defining what an esports player is. A systematic review on the samples used in esports research.

Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023). The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions. Emerald Publishing.
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