Browse Items (7 total)

Klose, S., Schöber, T. (2023). Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt. Meyer & Meyer Verlag.

Jenny, S. E., Keiper, M. C., ^Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues: A New Sport Business Opportunity. Journal of Applied Sport Management.

Jenny, S. E., Krause, J. M., & Armstrong, T. (2021). Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy. Human Kinetics

Avgeropoulos, I. (2022). Promotion of Esports University.

Ryška, J. (2022). Development and Forecast of Esports Industry.

Blom, J. (2022) The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Enforces Authorial Intention in Overwatch. Modes of Esports Engagement in Overwatch, 49.

Lee, A. J. & Ko, J. M. (2005). The Current State and Development Plan of e-Sports Industry. Samsung Economic Research Institute.
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