Browse Items (14 total)

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

Marques, N. (2019). The Role of Breakthrough Technologies in the Growth of Esports. IEEE Potentials May/June, 24-26.

Kesselman, M.-S. (2014). The Rapid Growth of E-Sports and the Lagging Law. The Journal of High Technology Law, November 4.

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Witkowski, E., Hutchins, B., & Carter, M. (2013). E-sports on the Rise?: Critical Considerations on the Growth and Erosion of Organized Digital Gaming Competitions. IE ’13 Proceedings of The 9th Australasian Conference on Interactive Entertainment:…

Pluss, M. A., Bennett, K. J. M., Novak, A. R., Panchuk, D., Coutts, A. J., & Fransen, J. (2019). Esports: The Chess of the 21st Century. Frontiers In Psychology, 10.

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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.

Lopez, J. (2016). Le développement de l’eSports confronté au cadre juridique actuel. Master’s Thesis. Université Paris 1 Sorbonne, Paris.

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Li, R. (2017). Good Luck Have Fun: The Rise of Esports. New York, NY: Skyhorse.

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

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

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

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

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.

Brauer, J. T., & Van Wambeke-Long, J. H. (2014). Approaching Growth in E-Sports. Worcester Polytechnic Institute Digital WPI
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