[HTML][HTML] Leveraging SNS Data for E-Sports Recommendation: Analyzing Popularity and User Satisfaction Metrics

Y Wang - Electronics, 2024 - mdpi.com
The rapid rise of social media and widespread Internet access have contributed significantly
to the global popularity of e-sports. However, while popular e-sports attract considerable …

[PDF][PDF] Engaging community through content

RPS Kaurav, F Di Virgilio, R Baber, S Narula - Marketing, 2022 - amity.edu
A number of definitions of engagement in the academic literature have been given. Many
scholars have explored various aspects related to engagement providing a number of …

[PDF][PDF] Il mandala delle performance individuali

F Di Virgilio - 2023 - puntoorg.net
Ahmad, S., Schroeder, RG (2003), The impact of human management practices on
operational performance: recognizing country and industry differences, Journal of …

Digital Marketing Analytics in Sports

AB Mahmoud - Sports Analytics: Data-Driven Sports and Decision …, 2024 - Springer
In this chapter, we embark on an in-depth journey to uncover the transformative power of
digital marketing analytics in the sports sector. We explore how data analytics has become …

The Risks and Rewards of Collegiate Esports: A Multi-Case Study of Gamers in the United States and Italy

JA Delello, RR McWhorter, PB Roberts… - International Journal of …, 2023 - igi-global.com
As participation in electronic sports (esports) continues to expand globally, colleges and
universities are considering how such competitive video gaming might impact recruitment …

Pandemic Piotr Siuda, Michał Jasny, and Dobrosław Man'kowski

P Siuda - Gaming and Gamers in Times of Pandemic, 2024 - books.google.com
To limit the spread of COVID-19, governments across the globe implemented measures
such as social distancing, remote work, face masks, curfews, and multiple other restrictions …

“It Was All without Emotions, and This Wasn't the Same Anymore”:“Replacing” Traditional Sports with E-Sports during the COVID-19 Pandemic

P Siuda, M Jasny, D Mańkowski - Gaming and Gamers in Times of …, 2024 - torrossa.com
To limit the spread of COVID-19, governments across the globe implemented measures
such as social distancing, remote work, face masks, curfews, and multiple other restrictions …

E-Sport and flipped inclusion between gamification and system learn-ing: research guidelines.

E Catalano, M Carbone, T De Giuseppe… - Journal of Inclusive …, 2024 - inclusiveteaching.it
Abstract eSports are generically defined as competitive video games, but also “a form of
sport in which the primary aspects of sport are facilitated by electronic systems; player and …

A Conceptual Framework of the Challenges and Benefits of Social Customer Relationship Management

M Soliman, S Gulvady, MST Al Shahri - … (Social-CRM) in the Era of …, 2022 - igi-global.com
Recent years have witnessed a significant change in the experiences and interactions of
customers in various industries due to the remarkable development and the significant …