Browse Items (10 total)

Chow, L. (2022). Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future. Greenleaf Book Group.

Kwag, S., Lee, W. J., & Ko, Y. D. (2022). Optimal seat allocation strategy for e‐sports gaming center. International Transactions in Operational Research, 29(2), 783-804.

Tokbaeva, D., Horst, S. O., & de la Hera, T. (2022). eSports as a Digital Media Business. Die digitale Transformation der Medien, 403-427.

Deng, J., Cuadrado, F., Tyson, G., & Uhlig, S. (2015). Behind the game: Exploring the twitch streaming platform. In 2015 International Workshop on Network and Systems Support for Games (NetGames) (pp. 1-6). IEEE.

Billings, A. C., & Hardin, M. (2022). Changing the Esport Debate: An Upstart Establishes Firm Footing in the Sports Arena. Communication & Sport, 10(2), 171-174.

Hedlund, D., Fried, G., & Smith, R. (Eds.). (2020). Esports Business Management. Human Kinetics: Champaign.

Scholz, T. M. (2020). Deciphering the World of eSports. International Journal on Media Management, 22(1), 1-12.

Scholz, T. M. (2019). eSports is Business. Management in the World of Competitive Gaming. Cham: Palgrave Macmillan.

Schmidt, H., & Lehmann, S. (2006). Möglichkeiten durch E-Sport für Wirtschaft und Gesellschaft. TH Wildau Working Paper

Breuer, M. (2012). E-Sport – Perspektiven aus Wissenschaft und Wirtschaft. Glückstadt: vwh Verlag.
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