Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt.
Klose, S., Schöber, T. (2023). Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt. Meyer & Meyer Verlag.
Klose, S., Schöber, T.
Meyer & Meyer Verlag
2023
German
Book
https://www.dersportverlag.de/marketing_im_e-sport_-11-137829/
Social Media Content Marketing for Millennials, Generation Z, and the Esports Target Market
Smeekes, W. A. C. (2022). Social Media Content Marketing for Millennials, Generation Z, and the Esports Target Market.
Smeekes, W. A. C.
KAMK University of Applied Sciences
2022
English
Bachelor Thesis
<a href="https://www.theseus.fi/bitstream/handle/10024/781704/Bachelor_Thesis_Wessel_Smeekes.pdf?sequence=2" target="_blank" rel="noreferrer noopener">https://www.theseus.fi/bitstream/handle/10024/781704/Bachelor_Thesis_Wessel_Smeekes.pdf?sequence=2</a>
Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media
Wang, Y., Zheng, X., & Fan, T. (2022, August). Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media. In 2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI) (pp. 270-277). IEEE.
Wang, Y., Zheng, X., & Fan, T.
International Conference on Information Reuse and Integration for Data Science
2022
English
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<a href="https://doi.org/10.1109/IRI54793.2022.00065" target="_blank" rel="noreferrer noopener">https://doi.org/10.1109/IRI54793.2022.00065</a>
The Social Media Impact of Esports: The Case of Esports on Facebook
Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C. (2022). The Social Media Impact of Esports: The Case of Esports on Facebook. In Esports and the Media (pp. 19-32). Routledge.
Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C.
Routledge
2022
English
Book Chapter
<a href="https://doi.org/10.4324/9781003273691%E2%80%934" target="_blank" rel="noreferrer noopener">https://doi.org/10.4324/9781003273691%E2%80%934</a>
Esports and the Media: Challenges and Expectations in a Multi-Screen Society
Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.
Torres-Toukoumidis, A.
Routledge
2022
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<a href="https://doi.org/10.4324/9781003273691" target="_blank" rel="noreferrer noopener">https://doi.org/10.4324/9781003273691</a>
Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports
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.
Qian, T. Y., Matz, R., Luo, L., & Xu, C.
Journal of Business Research
2022
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<a href="https://doi.org/10.1016/j.jbusres.2022.02.082" target="_blank" rel="noreferrer noopener">https://doi.org/10.1016/j.jbusres.2022.02.082</a>
Analisis Image Comments to Video Comments Ratio Instagram Pada 5 Tim Mobile Legend Bang Bang Terbaik di Indonesia Pada Tahun 2020
Pratama, I. P. G. R. (2022). Analisis Image Comments to Video Comments Ratio Instagram Pada 5 Tim Mobile Legend Bang Bang Terbaik di Indonesia Pada Tahun 2020.
Pratama, I. P. G. R.
osf.io
2022
Indonesian
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Serious Games in STEM: Online Collaborative Design of a Lunar Simulator
Hunt Estevez, C., Jones, J., Shrestha, S., & Vincenti, G. (2021). Serious Games in STEM: Online Collaborative Design of a Lunar Simulator. In International Conference on Human-Computer Interaction (pp. 223-235). Springer, Cham.
Hunt Estevez, C., Jones, J., Shrestha, S., & Vincenti, G.
International Conference on Human-Computer Interaction
2021
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<a href="https://doi.org/10.1007/978-3-030-77685-5_18" target="_blank" rel="noreferrer noopener">https://doi.org/10.1007/978-3-030-77685-5_18</a>
Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale
Gandolfi, E., Ferdig, R. E., & Soyturk, I. (2021). Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale. New Media & Society, 14614448211027171.
Gandolfi, E., Ferdig, R. E., & Soyturk, I.
New Media & Society
2021
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Journal Paper
<a href="https://doi.org/10.1177%2F14614448211027171" target="_blank" rel="noreferrer noopener">https://doi.org/10.1177%2F14614448211027171</a>
Knowledge Sharing Live Streams: Real-time and On-demand Engagement
Fonseca, L. M. G., & Barbosa, S. D. J. (2021). Knowledge Sharing Live Streams: Real-time and On-demand Engagement. In: Proceedings of the 23rd International Conference on Enterprise Information Systems - Volume 2
Fonseca, L. M. G., & Barbosa, S. D. J.
Scitepress
2021
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<a href="https://doi.org/10.5220/0010401104410450" target="_blank" rel="noreferrer noopener">https://doi.org/10.5220/0010401104410450</a>
Novel Approach to Predicting Live-Stream Subscribers
Yang, Y. C., Lee, Y. H., Lee, S. H., & Chang, S. (2020). A Novel Approach to Predicting Live-Stream Subscribers. In Proceedings of the 7th Multidisciplinary in International Social Networks Conference and The 3rd International Conference on Economics, Management and Technology (pp. 1-4).
Yang, Y. C., Lee, Y. H., Lee, S. H., & Chang, S.
Multidisciplinary in International Social Networks Conference and The 3rd International Conference on Economics, Management and Technology
2020
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Converging experiences, converging audiences: An analysis of doctor who on Twitch
Jacobs, N., & Booth, P. (2021). Converging experiences, converging audiences: An analysis of doctor who on Twitch. Convergence, 27(5), 1324-1342.
Jacobs, N., & Booth, P.
Sage
2021
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<a href="https://doi.org/10.1177/1354856520976447" target="_blank" rel="noreferrer noopener">https://doi.org/10.1177/1354856520976447</a>
The ingredients of Twitch streaming: Affordances of game streams
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20-28.
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J.
Elsevier
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Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv
Johnson, M. R. (2019). Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv. Information, Communication & Society, 22(4), 506-520.
Johnson, M. R.
Taylor & Friends
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<a href="http://dx.doi.org/10.1080/1369118X.2018.1476575" target="_blank" rel="noreferrer noopener">http://dx.doi.org/10.1080/1369118X.2018.1476575</a>
Gendered Conversation in a Social Game-Streaming Platform
Nakandala, S., Ciampaglia, G., Su, N., & Ahn, Y. Y. (2017). Gendered conversation in a social game-streaming platform. In Proceedings of the International AAAI Conference on Web and Social Media (Vol. 11, No. 1, pp. 162-171).
Nakandala, S., Ciampaglia, G., Su, N., & Ahn, Y. Y
International AAAI Conference on Web and Social Media
2017
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<a href="https://doi.org/10.48550/arXiv.1611.06459" target="_blank" rel="noreferrer noopener">https://doi.org/10.48550/arXiv.1611.06459</a>
Content structure is king: An empirical study on gratifications, game genres and content type on Twitch
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171.
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J.
Computers in Human Behavior
2017
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<a href="http://dx.doi.org/10.1016/j.chb.2017.03.036" target="_blank" rel="noreferrer noopener">http://dx.doi.org/10.1016/j.chb.2017.03.036</a>
"Will I always be not social?" Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism
Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). "Will I always be not social?" Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism. In Proceedings of the 2016 CHI conference on human factors in computing systems (pp. 1256-1269).
Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R.
CHI conference on human factors in computing systems
2016
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Understanding the What and How of Successful Social Live Streaming
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.
Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J.
GamiFIN Conference
2020
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http://ceur-ws.org/Vol-2637/paper17.pdf
Computer Science Meets Digital Leisure: Multiple Perspectives on Social Media and eSports Collaborations
Wood, L., Hoeber, O., Snelgrove, R., & Hoeber, L. (2019). Computer Science Meets Digital Leisure: Multiple Perspectives on Social Media and eSports Collaborations. Journal of Leisure Research, 50(5), 425-437.
Wood, L., Hoeber, O., Snelgrove, R., & Hoeber, L.
Journal of Leisure Research
2019
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<a href="https://doi.org/10.1080/00222216.2019.1594466">https://doi.org/10.1080/00222216.2019.1594466</a>
Social Motivations of Live-streaming Viewer Engagement on Twitch
Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.
Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J.
Computers in Human Behavior
2018
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<a href="https://doi.org/10.1016/j.chb.2018.02.013">https://doi.org/10.1016/j.chb.2018.02.013</a>