Browse Items (10 total)

Smeekes, W. A. C. (2022). Social Media Content Marketing for Millennials, Generation Z, and the Esports Target Market.

Avgeropoulos, I. (2022). Promotion of Esports University.

Gargallo Serrano, E. (2022). Traditional sports organizations’ expansion to eSports.

Flegr, S., & Schmidt, S. L. (2022). Strategic management in eSports–a systematic review of the literature. Sport Management Review, 1-25.

Pizzo, A. D., Jones, G. J., Baker, B. J., Funk, D. C., & Kunkel, T. (2021). Sensemaking of Novelty: the Dynamic Nature of Integrating Esports within a Traditional Sport Organization. Sport Management Review. Published online June 15 2021.

Dor, S. (2010). La stratégie comme processus cognitif dans le jeu vidéo StarCraft. Master Thesis. Université de Montréal.

Dor, S. (2014). The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. Game Studies, 14(1).

Facchini, L. V. (2018). Digital Strategy in a Sport Club: A Model to Support the Analysis. Master’s thesis. Politenico di Milano, Milano.

Dor, S. (2014). The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study. Game Studies, 14(1).

Davidovici-Nora, M. (2017). e-Sport as Leverage for Growth Strategy: The Example of League of Legends. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 33-46.
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2