Browse Items (12 total)

Lee, D., & Schoenstedt, L. J. (2012). Comparison of eSports and Traditional Sports Consumption Motives. Journal of Research, 6(2), 39-44.

Neus, F., Nimmermann, F., Wagner, K., & Schramm-Klein, H. (2019). Differences and Similarities in Motivation for Offline and Online eSports Event Consumption. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Werder, K. (2022). Esport. Business & Information Systems Engineering, 1-7.

Brown, K. A., Billings, A. C., Lewis, M., Bissell, K. (2018). Explicating the Electricity of eSports: Motivations for Play and Consumption. In Bowman, N. (Ed.), Video Games: A Medium that Demands our Attention (pp. 178–192). New York, NY: Routledge.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of Demographic Profiles, Consumption Behaviours, and Gambling Site Selection Criteria of eSports and Sports Bettors. Gaming Law Review, 21(8), 575–587.

Jang, W. W., Byon, K. K., Baker, T. A., & Tsuji, Y. (2020). Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast, Sport, Business and Management, published online…

Schmidt, M., & Shreffler, M. (2015). Motivations for eSport Consumption: A Road Map for Traditional Sports Online Spectating. 2015 Sport Marketing Association Conference (SMA XIII).

Seo, Y. (2016). Professionalized Consumption and Identity Transformations in the Field of eSports. Journal of Business Research, 69(1), 264-272.

Gangarapu, S. (2018). The Effect of Emerging Online New Media on Traditional Media Consumption. The Case of eSports and Traditional Sports.

Thompson, J. (2022). The role of Twitch betting on gambling behaviours amongst esport spectators.

Zhang, J. (2022). Understanding Personal Motivation between Willingness to Participate in E-sports and Potential Consumption (Doctoral dissertation).

Macey, J., Abarbanel, B., & Hamari, J. (2020). What Predicts eSports betting? A Study on Consumption of Video Games, eSports, Gambling and Demographic Factors. New Media & Society, 1-25.
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