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Showing 1 to 20 of 35 for “"esports"”.

  1. Mapping the contemporary esports ecosystem

    Electronic sports (esports) appeared in the public eye around 20 years ago. As a newly emerged industry, it has developed rapidly in the recent decades. This study aimed to: (1) explore key stakeholders of the contemporary esports industry, (2) explore real situations of operation and cooperation …

    abertay Repository record for Mapping the contemporary esports ecosystem (opens in a new tab)

  2. Women's Influence on Culture in Collegiate Esports

    With the rising popularity of esports, it is more important than ever to examine this male dominated sport along gendered lines. In competitive video game spaces, women are targets of harassment and toxic speech more often than men, leading to the need for coping strategies. This thesis looked at …

    vt Repository record for Women's Influence on Culture in Collegiate Esports (opens in a new tab)

  3. Resource Allocation and Gender Equity in Intercollegiate Esports

    <p>The growth of esports has led to the rapid development of intercollegiate esports programs in the United States. This study explored the connection between resources allocated to intercollegiate esports programs and gender equity. Gender equity is a known issue in the esports community at all …

    claremont Repository record for Resource Allocation and Gender Equity in Intercollegiate Esports (opens in a new tab)

  4. Esports implementation in higher education: a quantitative analysis

    eSports is a billion-dollar industry globally, and colleges and universities have begun to implement their own eSports programs. At the same time, an enrollment cliff that has its seeds in the 2008 economic crisis has finally come to bear for higher education. Colleges must find a way to adapt in a …

    uiuc Repository record for Esports implementation in higher education: a quantitative analysis (opens in a new tab)

  5. Racing esports in China : CUI's business expansion plan

    In recent years the racing esports industry has been of greater importance in the business world beyond the role of a cultural medium. With the industry's larger size and potential for more growth, the industry has attracted many newcomers. One of them is CUI which was founded in 2018. This thesis …

    mit Repository record for Racing esports in China : CUI's business expansion plan (opens in a new tab)

  6. Sleep, cardiometabolic health, and neurocognitive performance in esports players

    Esports players represent a growing and maturing population within the primary demographic of general video gamers, with a proclivity to engage with a high volume (i.e., dose, duration, and frequency) of video gaming activities. Accordingly, esports players are typically characterized by unique …

    cape-town Repository record for Sleep, cardiometabolic health, and neurocognitive performance in esports players (opens in a new tab)

  7. The Effects of Esports on Sport-Confidence and Imagery in Athletes

    <p>With the growing popularity of esports, athletes may be able to experience potential cognitive and performance-related benefits as a result of watching others play esports. In the current study, student athletes were randomly assigned to watch a sport esport video or a control esport video and …

    sfasu Repository record for The Effects of Esports on Sport-Confidence and Imagery in Athletes (opens in a new tab)

  8. Esports betting technology: machine learning for match prediction and odds estimation

    Esports betting is a rapidly growing segment of the online sports betting market. A key feature of this industry is the pricing of betting odds. This study investigated the online sports betting industry, odds compilation, and how machine learning can be used for sports prediction. The techniques …

    cape-town Repository record for Esports betting technology: machine learning for match prediction and odds estimation (opens in a new tab)

  9. AN ECOLOGICAL CRITIQUE TO DIGITAL BUSINESS ECOSYSTEMS THROUGH THE CASE OF ESPORTS

    … I adopt a qualitative methodology to explore esports as the empirical entry point for an ecological critique of the ecosystem concept. Through data collected around esports’ “gaming houses,” this work suggests that a greater focus on the ecological dynamics among and within ecosystemic …

    milano Repository record for AN ECOLOGICAL CRITIQUE TO DIGITAL BUSINESS ECOSYSTEMS THROUGH THE CASE OF ESPORTS (opens in a new tab)

  10. Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea

    eSports, an abbreviation of electronic sports, is a virtual leisure activity (KeSPA, 2011). eSports has been developed through online networks and game software development (Jonasson & Thiborg, 2010), and has commanded national attention and popularity in South Korea. Within cyberspace linked over …

    unm Repository record for Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea (opens in a new tab)

  11. Análisis de la eficacia publicitaria en eventos de esports transmitidos por streaming, mediante técnicas de neuromarketing.

    Los eventos de esports (deportes electrónicos) son considerados como una herramienta de marketing parte de las empresas que prestan patrocinio con el objetivo de atraer a nuevos consumidores. Es por ello que la eficacia publicitaria se torna de vital importancia teniendo como objetivo llegar a …

    murcia-diss Repository record for Análisis de la eficacia publicitaria en eventos de esports transmitidos por streaming, mediante técnicas de neuromarketing. (opens in a new tab)

  12. Comparing traditional sports and electronic sports

    Electronic sports (eSports) viewership numbers have been growing over the years. Video games such as League of Legends, Counter Strike: Global Offensive, or Hearthstone: Heroes of Warcraft have a large following. During the League of Legends regular season matches, 250,000 people regularly tune in …

    uiuc Repository record for Comparing traditional sports and electronic sports (opens in a new tab)

  13. Rendimiento y salud en los deportes electrónicos. Análisis y propuestas de intervención desde las Ciencias del Deporte

    … relevantes que puedan aplicarse en los clubes de esports para mejorar estas variables. En base a esta relevancia, la presente tesis doctoral aborda los deportes electrónicos desde el prisma de las ciencias del deporte, con el fin de llevar a cabo un compendio de la literatura científica existente …

    murcia-diss Repository record for Rendimiento y salud en los deportes electrónicos. Análisis y propuestas de intervención desde las Ciencias del Deporte (opens in a new tab)

  14. Understanding In-Person Fighting Game Event Amenities Through the Kano Model

    Though often misunderstood, esports can be defined as simply as competitive video gaming (Hamari & Sjoblom, 2017). Esports events have grown into a notable sector of the sport tourism industry. Jenny et al. (2016) described the esports industry as “the convergence of culture, technology, sport, and …

    iupui Repository record for Understanding In-Person Fighting Game Event Amenities Through the Kano Model (opens in a new tab)

  15. Doping in Esports: A Content Analysis of Responses to Cuyler “Huke” Garland’s Disclosure of Adderall Use in Call of Duty

    Esports have grown significantly in North America over the past decade. Tournaments which were once played for a couple thousand dollars to a few hundred viewers now have prize pools worth a few million dollars and are watched around the world by millions of people (Greig, 2024). With an increase …

    brock Repository record for Doping in Esports: A Content Analysis of Responses to Cuyler “Huke” Garland’s Disclosure of Adderall Use in Call of Duty (opens in a new tab)

  16. Viewer interface for first person shooter streaming

    Although eSports has stepped into the realm of mainstream entertainment, the first person shooters still lag behind other types of games in terms of viewer consumption. This is partly due to the genre's fast paced nature, which makes it difficult for new users to pick up or for experienced users to …

    mit Repository record for Viewer interface for first person shooter streaming (opens in a new tab)

  17. Producción y realización de evento de fútbol digital “Claro Gaming XI JUEGAPES” en trabajo con la Liga Peruana de Pro Evolution Soccer – Esports Entertainment E.I.R.L

    … “Claro Gaming XI JUEGAPES” a cargo de la empresa ESports Entertainment E.I.R.L. En este proyecto contaremos cómo ha sido el crecimiento del circuito competitivo nacional de efootball PES a niveles de la organización, el ecosistema y los aliados estratégicos que se necesitan para que este …

    lima Repository record for Producción y realización de evento de fútbol digital “Claro Gaming XI JUEGAPES” en trabajo con la Liga Peruana de Pro Evolution Soccer – Esports Entertainment E.I.R.L (opens in a new tab)

  18. Riesgos delictivos en el entorno de los deportes electrónicos

    Los deportes electrónicos o eSports constituyen una industria emergente que ha experimentado un crecimiento exponencial en los últimos años, impulsado por la digitalización y la globalización. Este fenómeno ha transformado la forma de concebir la competición, generando un ecosistema profesional …

    dialnet Repository record for Riesgos delictivos en el entorno de los deportes electrónicos (opens in a new tab)

  19. A Systematic Review and Study Proposal of the Most Common Chronic Hand and Wrist Injuries Implicated by PC Gaming

    … decreased participation in in-person sports, Esports saw a rise in popularity. Revenue increases for gaming leagues and streaming platforms encouraged gamers to begin training for longer hours and at higher intensities. This, in turn, caused chronic injuries to become more prevalent in the …

    texas-state Repository record for A Systematic Review and Study Proposal of the Most Common Chronic Hand and Wrist Injuries Implicated by PC Gaming (opens in a new tab)

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