"Dublin Core:Title","Dublin Core:Description","Dublin Core:Creator","Dublin Core:Date","Dublin Core:Publisher","Dublin Core:Language","Dublin Core:Type","Dublin Core:Identifier","Dublin Core:Subject","Dublin Core:Source","Dublin Core:Contributor","Dublin Core:Rights","Dublin Core:Relation","Dublin Core:Format","Dublin Core:Coverage","Item Type Metadata:Text","Item Type Metadata:URL",tags,file,itemType,collection,public,featured
"The Next Best Thing: How Media Dependency and Uses and Gratifications Inform Esport Fandom During the COVID-19 Pandemic","Billings, A., & Mikkilineni, S. D. (2022). The Next Best Thing: How Media Dependency and Uses and Gratifications Inform Esport Fandom During the COVID-19 Pandemic. American Behavioral Scientist, 00027642221118277.","Billings, A., & Mikkilineni, S. D. ",2022,"American Behavioral Scientist",English,"Journal Paper","https://doi.org/10.1177/00027642221118277",,,,,,,,,,"COVID-19,Esport,fandom",,,,1,0
"Developing esport tourism through fandom experience at in-person events","Thompson, J., Taheri, B., & Scheuring, F. (2022). Developing esport tourism through fandom experience at in-person events. Tourism Management, 91, 104531.","Thompson, J., Taheri, B., & Scheuring, F.",2022,Elsevier,English,"Journal Paper","https://doi.org/10.1016/j.tourman.2022.104531",,,,,,,,,,"Esport,Event attendance,fandom,gaming,Socialisation,Visit intention",,,,1,0
"(Re)creating the Nation Online: Nationalism in Chinese Dota 2 Fandom","Ismangil, M. (2018). (Re)creating the Nation Online: Nationalism in Chinese Dota 2 Fandom. Asiascape: Digital Asia, 5(3).","Ismangil, M.",2018,"Asiascape: Digital Asia",English,"Journal Paper",,,,,,,,,,,"China,Dota 2,fandom,nationalism",,"Journal Papers",,1,0
"The Korean Wave: Evolution, Fandom and Transnationality.","Yoon, T.-J., & Jin, D. Y. (2017). The Korean Wave: Evolution, Fandom and Transnationality. Latham, Lexington Books.","Yoon, T.-J., & Jin, D. Y.",2017,"Lexington Books",English,Book,,,,,,,,,,,"fandom,Korea",,Book,,1,0
"Intersections of Fandom in the Age of Interactive Media: eSports Fandom as a Predictor of Traditional Sport Fandom","Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2018). Intersections of Fandom in the Age of Interactive Media: eSports Fandom as a Predictor of Traditional Sport Fandom. Communication & Sport, 6(4), 418-435.","Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L.",2018,"Communication & Sport",English,"Journal Paper","https://doi.org/10.1177/2167479517727286",,,,,,,,,,"fandom,media",,"Journal Papers",,1,0