Browse Items (7 total)

Qian, T. Y., Matz, R., Luo, L., & Xu, C. (2022). Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports. Journal of Business Research, 145, 482-494.

El Afi, F., & Ouiddad, S. (2021). The Rise of Video-Game Live Streaming: Motivations and Forms of Viewer Engagement. In International Conference on Human-Computer Interaction (pp. 156-163). Springer, Cham.

Ruotsalainen, M., Törhönen, M., Karhulahti, V. (2022). Modes of Esports Engagement in Overwatch, Springer

Tseng, Y.-S. (2020). The Principles of Esports Engagement: A Universal Code of Conduct. Journal of Intellectual Property Law, 27(2), 209-250.

Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.

Yang, Y. (2020). Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements.

Lim, S. H. (2018). Electronic Football Participation vs. Traditional Football Engagements in Korea. Research in Dance and Physical Education, 2(1), 1-15.
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