Definitions of esports: a systematic review and thematic analysis

J Formosa, N O'donnell, EM Horton, S Türkay… - Proceedings of the …, 2022 - dl.acm.org
The esports market has been growing exponentially has been growing exponentially with
much interest from industry and academia. Perhaps because of this growth, there is a lack of …

[HTML][HTML] Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming

TY Qian, B Yu, R Matz, L Luo, C Xu - Telematics and Informatics, 2023 - Elsevier
Esports has been boosted by the proliferation of gamified social live streaming (SLS)
platforms over the past few years. While previous research has recognized the complexity of …

The gamer identity scale: A measure of self concept as a video gamer

B Yim, A Lepp, B Dowdell, JE Barkley - Computers in Human Behavior, 2023 - Elsevier
Research examining video game players from a psychological and behavioral perspective
is prominent however there is still a need to better distinguish casual from serious video …

Esports for development? Exploring esports player profiles and their development and well-being outcomes

W Choi, W Jang, H Song, MJ Kim, W Lee… - International Journal of …, 2024 - emerald.com
Purpose This study aimed to identify subgroups of esports players based on their gaming
behavior patterns across game genres and compare self-efficacy, social efficacy, loneliness …

The esports experience economy: a multiple-case study of esports events, peripherals and fashion

T Brock, G Crawford - Internet Research, 2024 - emerald.com
The esports experience economy: a multiple-case study of esports events, peripherals and
fashion | Emerald Insight Books and journals Case studies Expert Briefings Open Access …

Consumer segmentation in esports: clustering via consumption motivation

J Rietz, K Hallmann - International Journal of Sports Marketing and …, 2024 - emerald.com
Purpose The study aims to provide a reference for market segmentation in a relatively new
market. Esports consumer profiles are developed based on consumption motives, structural …

Esports Athletes on a Team or Club Are More Physically Active and Less Sedentary Than Equally Experienced, Casual Video Gamers

B Dowdell, A Lepp, BH Yim… - Journal of Electronic …, 2024 - journals.humankinetics.com
Literature and governing agencies refer to gamers who partake in esports as “esports
athletes,” and research suggests that exercise may be a beneficial component of esports …

What constitutes 'Gaming'in the gaming disorder?: Observations and recommendations

YPS Balhara, S Singh… - Indian Journal of …, 2023 - journals.sagepub.com
Gaming disorder (GD) first entered the official classificatory systems in 2013, with the DSM-5
introducing it (Internet Gaming Disorder) as a condition warranting more clinical research. 1 …

Rekreatif bir faaliyet olarak espora oyuncular gözünden bir bakış

B Güvenol, ME Güler - Tourism and Recreation, 2024 - dergipark.org.tr
Teknolojinin gelişmesi ile birlikte çevrim içi oynanabilen ve bir turnuva sistemine dâhil olan
dijital oyunlar espor olarak adlandırılmaktadır. Espor, günümüzde rekreatif bir faaliyet olarak …

Segmenting e-sports players: Consumer profiles of generation Z e-sports enthusiasts

C Brauer, K Hallmann, A Zehrer - Journal of Digital & Social …, 2024 - ingentaconnect.com
Generation Z people born between 1995 and 2006 cite gaming as their favourite media and
entertainment activity. For this reason, e-sport continues to be developed as a key channel …