Browse Items (28 total)

Nagel, M. & Sugishta, K. (2016). Esport: The Fastest Growing Segment of the “Sport” Industry. Sport & Entertainment Review, 2(2), 51–60.

Nufer, G. (2020). e-Sports: Was es ist und wie es sich entwickelt. Reutlinger Diskussionsbeiträge zu Marketing & Management, Hochschule Reutlingen, ESB Business School, Reutlingen.

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Engerman, J., & Hein, R. (2017). ESports Gaming and You. Educational Technology, 57(2), 62–64.

Geiler, A. (2016) eSports: Auf dem Weg zum Massenphänomen. Zeitschrift für Herz-, Thorax-, und Gefäßchirurgie, 30(3), 213-216.

Granados, S. (2016). Introduction à l’Esport. The next big thing. E-Book at Amazon.

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Hamilton, J. (2019). The Rise of Esports. ITNOW, 61(3), 28-29.

Heinz, J., & Ströh, A. (2017). The eSports Market and eSports Sponsoring. Marburg: Tectum.

Hollist, K. E. (2015). Time to be Grown-ups About Video Gaming: The Rising eSports Industry and the Need for Regulation. Arizona Law Review, 57, 823-847.

Hope, A. (2014). The Evolution of the Electronic Sports Entertainment Industry and its Popularity. In J. Sharp & R. Self (Eds.), Computers for Everyone (pp. 87-89).

Laitila, O., & Rauhansalo, T. (2018). Study on eSports Industry in Finland. In Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues. University of Jyväskylä: Finland.

Lee, A. J. (2005). E-Sports as a Growing Industry. Research Report. Seoul: Samsung Economic Research Institute.

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

Lefebvre, F. (2016). Le développement de l’eSport en France permet-il la mise en place d’une dynamique de professionnalisation des acteurs de cette industrie économique ? Le cas des joueurs professionnels d’eSport. Master’s thesis. Université Paris…

Lu, Z. (2016). From E-Heroin to E-Sports: The Development of Competitive Gaming in China. The International Journal of the History of Sport, 33(18), 2186-2206.

Pesa, A. R., Cicin-Sain, D., & Blazevic, T. (2017). New Business Model in the Growing E-Sports Industry. Proceedings of the 2nd International Conference “Business & Entrepreneurial Economics – BEE2017”, Brijuni, Croatia.

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.

Rogers, R. (2019). Understanding Esports: An Introduction to the Global Phenomenon. Lanham: Lexington Books.

Kopp, J. (2017). Ejes para una investigación en deportes electrónicos. Revista Lúdicamente, 6(11).

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McTee, M. (2014). E-Sports: More Than Just a Fad. Oklahoma Journal of Law & Technology, 70, 1–27.

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Mora, P., & Héas, S. (2002). Le corps dans l’e-sport. Journées d’études « Internet, jeu et socialisation »

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Salles, R., Durain, J., & Kirchner, A. (2016). E-Sport – La pratique compétitive du jeu vidéo. Rapport intermédiaire mars 2016

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Schöber, T., & Junge, J. (2020). eSports Mosaik: Einführung in die vielfältigen Aspekte des eSports. Institut für Ludologie. Flying Kiwi Media.

Scholz, T. M., & Stein, V. (2017). Going Beyond Ambidexterity in the Media Industry: Esports as Pioneer of Ultradexterity. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 47-62.

Stevens, P. (2018). Esports is Expanding. TVB Europe, November/ December, 54-57.

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Witkowski, E. (2022). Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development. Games and Culture, 15554120221084449.

Le Luan, N. T., & Nguyen Ba Long, K. (2022). eSports: from a competition to a billion-dollar industry: Tencent Ltd case study.

Besombes, N. & Jenny, S. E. (2023). Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade. Palgrave Macmillan.

Besombes, N., & Jenny, S. E. (2022). The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France. Jönköping University.
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