Browse Items (10 total)

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.

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).

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

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.

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

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

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

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