Browse Items (11 total)

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

SCHOLZ, T. M., & NOTHELFER, N. (2022). Research for CULT Committee: Esports-Policy Recommendations.

Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).

Sousa, B. A. M. (2022). Esports Penetration in the Global Market-Insertion in education sector.

Swettenham, L., & Whitehead, A. (2022). Working in Esports: Developing Team Cohesion. Case Studies in Sport and Exercise Psychology, 6(1), 36-44.

Pirker, J., Steinmaurer, A., & Karakas, A. (2021). Beyond Gaming: The Potential of Twitch for Online Learning and Teaching. In Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V. 1 (pp. 74-80).

Rai, L., & Yan, G. (2009). Futures Perspectives on Next Generation e-Sports Infrastructure and Exploring Their Benefits. International Journal of Sport Science and Engineering, 3(1), 027-033.

Jenny, S., Hushman, G., & Hushman, C. (2013). Pre-service Teachers’ Perceptions of Motion-based Video Gaming in Physical Education. International Journal of Technology in Teaching and Learning, 9(1), 96-111.

Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.

Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport Management: Embracing eSport Education and Research Opportunities. Sport Management Review, 21(1), 7-13.
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