Um die anderen Arten von Veröffentlichungen zu diesem Thema anzuzeigen, folgen Sie diesem Link: Esport Organization.

Zeitschriftenartikel zum Thema „Esport Organization“

Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an

Wählen Sie eine Art der Quelle aus:

Machen Sie sich mit Top-50 Zeitschriftenartikel für die Forschung zum Thema "Esport Organization" bekannt.

Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.

Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.

Sehen Sie die Zeitschriftenartikel für verschiedene Spezialgebieten durch und erstellen Sie Ihre Bibliographie auf korrekte Weise.

1

Karadakis, Kostas, and Maria Manus Painchaud. "Esport Knowledge, Skills, and Abilities: Perspectives from Subject Matter Experts." Athens Journal of Sports 9, no. 2 (2022): 79–100. http://dx.doi.org/10.30958/ajspo.9-2-2.

Der volle Inhalt der Quelle
Annotation:
Esport is a growing form of entertainment because of technological advancements, increased online gaming participation and competition, and technology access. Esport shares traditional sport characteristics, with players, spectators, competition, and entertainment. As the esport industry continues to grow, career offerings in esport-specific and traditional positions has demonstrated an increase in need for trained and prepared individuals. Therefore, the purpose of this study was to identify the knowledge, skills, and abilities (KSA) an individual seeking employment in the esport industry sho
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Szabella, Olivér. "Korunk virágzó biznisze? Az e-sport iparág bemutatása." Információs Társadalom 18, no. 1 (2018): 66. http://dx.doi.org/10.22503/inftars.xviii.2018.1.5.

Der volle Inhalt der Quelle
Annotation:
A digitális világ fejlődésének köszönhetően a videojátékok és a professzionalizmus együttes megjelenését figyelhetjük meg. Ezt a jelenséget nevezhetjük e-sportnak. Az ezzel foglalkozó szubkultúra gyökerei visszavezethetőek a ’70-es és ’80-as évekre, azonban maga az e-sport csak a közelmúltban alakult ki. Ennek ellenére hatalmas fejlődésen ment át, manapság már diverzifikált, így a megértéséhez megfelelő tipológia is szükséges. Bonyolult versenyrendszerekkel rendelkezik, nemzetközi szövetség segíti a fejlődését, és komoly kapcsolódási pontokat fedezhetünk fel a hagyományos sportok és az e-sport
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Postigo Fuentes, Ana Yara, and Manuel Fernández Navas. "Factores que Influyen el Aprendizaje de Lengua Extranjera en los eSports. Un Estudio de Caso." Qualitative Research in Education 9, no. 2 (2020): 128. http://dx.doi.org/10.17583/qre.2020.4997.

Der volle Inhalt der Quelle
Annotation:
The overwhelming growth of the eSport industry in different countries and the possibility of playing online these videogames have allowed Spanish players to communicate with players from other countries that speak a different language, creating a new learning context. In this case study, we wanted to analyse how the process of language learning occurs in the eSport context through a qualitative research design. For that purpose, we used observations, analysis of the oral output during gaming, interviews with players and organization team in an amateur league and assessment of their communicati
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Akhmad Reynaldi, Muhammad Jamal Amin, and Muhammad Hairul Saleh. "Pembinaan Atlet E-Sport Oleh IeSPA (Indonesian E-Sport Assosiaction) Samarinda." Jurnal Ilmu Pemerintahan 9, no. 4 (2021): 140–46. https://doi.org/10.30872/jip.v9i4.907.

Der volle Inhalt der Quelle
Annotation:
This research is intended to find out and analyze the development of ESport athletes carried out by IeSPA Samarinda City, whether the coaching that has been carried out is in accordance with the indicators of organization, facilities and infrastructure, coordination, supervision, and planning as well as to find out the obstacles faced in coaching E-Sport athletes by IeSPA Samarinda City. The results of the study show that the coaching carried out by IeSPA Samarinda City for e-sport athletes in Samarinda has been running with the activities that have been carried out for E-Sport athletes. This
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Kari, Tuomas, and Veli-Matti Karhulahti. "Do E-Athletes Move?" International Journal of Gaming and Computer-Mediated Simulations 8, no. 4 (2016): 53–66. http://dx.doi.org/10.4018/ijgcms.2016100104.

Der volle Inhalt der Quelle
Annotation:
This article offers possibly the first peer-reviewed study on the training routines of elite e-athletes with special focus on the subjects' physical exercise routines. The study is based on a sample of 115 elite e-athletes. According to the responses, e-athletes train approximately 5.28 hours every day around the year on the elite level. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the elite e-athletes believe that integrating physical exercise in their training programs has a positive effect on esport performance; however, no less than 47.0% of the
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Harris, Becky, Alex A. Igelman, and Michael Pollock. "PEER-TO-PEER ESPORTS SANCTIONING ORGANIZATION." Gaming Law Review 24, no. 9 (2020): 614–17. http://dx.doi.org/10.1089/glr2.2020.0024.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Dominteanu, Teodora, Neluța Smîdu, Andreea Voinea, Corina-Claudia Dinciu, Maria-Cristiana Porfireanu, and Adrian Iacobini. "Player Exploitation in Esports Esports Organizations Policies and Business Strategies." Proceedings of the International Conference on Business Excellence 17, no. 1 (2023): 1413–20. http://dx.doi.org/10.2478/picbe-2023-0127.

Der volle Inhalt der Quelle
Annotation:
Abstract Player exploitation in esports refers to the practice of exploiting players for financial or other gain without providing fair compensation or benefits. This can include issues such as low wages lack of job security and poor working conditions. Examples of player exploitation in esports include signing players with long-term contracts with low wages and no benefits and the use of non-disclosure agreements. Agreement (NDA) prevents players from discussing their pay or working conditions. This situation makes it difficult for players to negotiate better contracts or speak out against ab
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Dinansyah, Fakhriy, Charlie Tjokrodinata, and Cendera Rizky Anugerah Bangun. "The Role of Esports Organisations in Accessibility for Disability Players." Ultimacomm: Jurnal Ilmu Komunikasi 14, no. 1 (2022): 67–79. http://dx.doi.org/10.31937/ultimacomm.v14i1.2569.

Der volle Inhalt der Quelle
Annotation:
The Indonesian e-sports industry cannot be separated from the role of organizations that oversee and manage all activities of e-sports players, which are expected to provide better accessibility for people with disabilities to be equal in recording achievements in the field of e-sports. This problem is closely related to the increase in internet access and the use of smartphones which are commonly used by people with disabilities, including playing games. This study aims to determine whether e-sports organizations as stakeholders provide accessibility for persons with disabilities. This study
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Kurniawan, Faidillah. "E-Sport dalam Fenomena Olahraga Kekinian." Jorpres (Jurnal Olahraga Prestasi) 15, no. 2 (2020): 61–66. http://dx.doi.org/10.21831/jorpres.v15i2.29509.

Der volle Inhalt der Quelle
Annotation:
Fenomena eSport akhir-akhir ini mungkin bisa dibilang sedang naik daun. Ada yang menarik dalam ajang Asian Games 2018. Electronic sport (eSport) masuk sebagai salah satu cabang olahraga (cabor) yang dipertandingkan. E-Sport merupakan olahraga digital yang terorganisir dengan pelatihan khusus seperti halnya atlet profesional sepak bola, bulutangkis, ataupun basket. Pertama kali budaya eSport berkembang adalah dari sebuah kompetisi game. Menariknya, kompetisi game ini bahkan sudah ada sejak lama, tepatnya pada tahun 1972, pada masa yang mungkin ketika itu komputer masih amat jarang, tak ada inte
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Solodnikov, Vladimir V., and Viktoriya I. Timofeeva. "ESports in Russia as a Marketing Object and Social Phenomenon." Sociologicheskaja nauka i social naja praktika 8, no. 1 (2020): 167–87. http://dx.doi.org/10.19181/snsp.2020.8.1.7102.

Der volle Inhalt der Quelle
Annotation:
The article discusses the relatively new concept of computer sports. Computer sports (or eSports) have so far been studied mainly by representatives of business and marketing. The attention of researchers was mainly attracted by its target audience, both players and spectators, the main types and criteria of eSports disciplines, as well as indicators of commercial success. Based on the results of four author’s qualitative local studies and secondary data analysis, the article successively describes the key actors in the Russian eSports market: eSports organizations, advertisers/sponsors, media
APA, Harvard, Vancouver, ISO und andere Zitierweisen
11

Silva Junior, Edesio, Carine Collet, Evando Moreira, and Riller Reverdito. "Esporte no contexto escolar: organização do espaço e tempo extracurricular." Revista da Faculdade de Educação 40 (December 8, 2024): e402421. https://doi.org/10.30681/faed.v40i.13110.

Der volle Inhalt der Quelle
Annotation:
Schools have assumed the sports phenomenon in extracurricular programs as a possibility for appropriating culture and expanding social relations, cognitive learning, health, etc. However, However, we know little about the organization of sports as an extracurricular program at school. This is qualitative research that analyzes the results of the Youth School Games in Mato Grosso to identify schools that stand out in the sports scene, selecting those with the greatest participation in the state phase between 2016 and 2019. Thus, from the perspective of Sport Pedagogy this research aimed to inve
APA, Harvard, Vancouver, ISO und andere Zitierweisen
12

Denomme, Cathy, and Jo-Anne Ryan. "The Olympics and Esports: Who Needs Who?" Athens Journal of Sports 12, no. 3 (2025): 143–62. https://doi.org/10.30958/ajspo.12-3-2.

Der volle Inhalt der Quelle
Annotation:
The International Olympic Committee has a long history of organizing summer and winter sporting events for the world stage. Esports has a shorter history with its roots dating back to 1972. In 2017, both organizations began to discuss the potential for the inclusion of esports as an Olympic event running separately from the other two events. With both organizations having worldwide appeal but with potentially vastly different demographics and interests, the question becomes: Who needs who? This paper explores the motivations and implications of integrating esports into the Olympic framework, a
APA, Harvard, Vancouver, ISO und andere Zitierweisen
13

VIRENDRA JADHAV, VAISHNAVI, PROF SHITAL SHAH, and DR ASHWINI KSHIRSAGAR. "Esports and Merger & Acquisition." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 01 (2024): 1–13. http://dx.doi.org/10.55041/ijsrem27991.

Der volle Inhalt der Quelle
Annotation:
-This paper delves into the burgeoning intersection of esports and Mergers and Acquisitions (M&A). As esports evolves into a global industry, boasting a viewership of 454 million by 2020, businesses seek strategic consolidation through M&A activities. Notable franchises like League of Legends and Dota drive the industry's multi-billion- dollar growth, attracting collaboration and investment. Esports M&A involves the consolidation of organizations, game developers, and streaming platforms, driven by motives such as achieving synergies and expanding market presence. The paper explore
APA, Harvard, Vancouver, ISO und andere Zitierweisen
14

Canan, Felipe, Luciana Letícia Sperini Rufino dos Santos, and Fernando Augusto Starepravo. "Panorama geral sobre políticas de esporte no Brasil." Caderno de Educação Física e Esporte 15, no. 1 (2017): 15–27. http://dx.doi.org/10.36453/2318-5104.2017.v15.n1.p15.

Der volle Inhalt der Quelle
Annotation:
Propomo-nos neste artigo apresentar um panorama geral sobre as políticas de esporte no Brasil, abrangendo o histórico da relação entre Estado e esporte, a organização esportiva institucional e o financiamento esportivo. Adotamos uma pesquisa descritiva por meio de análise de documentos e literatura. A organização esportiva nacional perpassou por mudanças estruturantes que lhe permitiram passar de um caráter centralizador e prioritário ao alto rendimento para um perfil mais descentralizado e democrático. A compreensão hegemônica de esporte em seu sentido de competição internacionalmente regrada
APA, Harvard, Vancouver, ISO und andere Zitierweisen
15

Krivonogov, Artem D., and Oleg V. Ilyushin. "INTRODUCTION OF THE DISCIPLINE «ESPORTS» INTO THE EDUCATIONAL PROCESS OF HIGHER EDUCATIONAL INSTITUTIONS IN THE CONTEXT OF THE DEPARTMENT OF PHYSICAL EDUCATION." EKONOMIKA I UPRAVLENIE: PROBLEMY, RESHENIYA 6/8, no. 147 (2024): 154–58. http://dx.doi.org/10.36871/ek.up.p.r.2024.06.08.022.

Der volle Inhalt der Quelle
Annotation:
The article discusses the impact of students’ participation in esports on their overall academic performance and motivation to study. Participation in esports classes can encourage students to achieve better academic results, as they learn to work in a team, develop strategic thinking and time management. This can lead to improved discipline and organization in their daily learning activities. It is also important to note that participation in esports can contribute to the development of leadership skills among students, such as the ability to make responsible decisions, motivate and inspire o
APA, Harvard, Vancouver, ISO und andere Zitierweisen
16

Petryk, Oleksandr, Alexander Meleshchenko, and Anastasiia Volobuieva. "Esports Clubs’ Work in Media Spaces: Distinctive Features." Current Issues of Mass Communication, no. 28 (2020): 28–42. http://dx.doi.org/10.17721/2312-5160.2020.28.28-42.

Der volle Inhalt der Quelle
Annotation:
On 7 May 2015, the term “esports” was officially added to one of the most extensive online English dictionaries “Dictionary.com.” The dictionary gives the following definition of the term “esports”: “competitive tournaments of video games, especially among professional gamers” (IGN, 2015). The history of esports began in the late 20th century with the game Quake, which allowed users to play together through a LAN or internet network. Since then, a tremendous number of new esports leagues have emerged. Every year, game publishers promote esports disciplines; create a media space around them, an
APA, Harvard, Vancouver, ISO und andere Zitierweisen
17

Demchenko, M. V., and A. D. Shvedova. "LEGAL REGULATION OF CYBERSPORT IN RUSSIA AND ABROAD." Innovatics and Expert Examination, no. 27 (2019): 88–93. http://dx.doi.org/10.35264/1996-2274-2019-2-88-93.

Der volle Inhalt der Quelle
Annotation:
The article deals with the legal status of eSports in the Russian legislation. The necessity of determining the status of eSports in Russian legislation is logically and economically justified, recommendations are given to Russian legislation. An analysis of the legal regulation of activities related to the organization and holding of competitions in e-sports at the world level is given. A comparison of the legislative regulation of the industry of eSports in Europe, Asia and America is presented.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
18

Franco Belloti, Leonardo. "A INTERFERÊNCIA ESTATAL NAS QUESTÕES DE GOVERNANÇA NO ESPORTE BRASILEIRO: AFRONTA À AUTONOMIA DESPORTIVA?" Revista Científica Semana Acadêmica 11, no. 231 (2023): 1–20. http://dx.doi.org/10.35265/2236-6717-231-12476.

Der volle Inhalt der Quelle
Annotation:
The Federal Constitution disposes in its article 217, I, about the sporting entity autonomy regarding its organization and functioning, as well as brings in its list of fundamental rights the freedom of association, forbidding the federal interference in its functioning. However, over the years, more and more laws are coming into force looking for improving the governance of the sporting associations and end up interfering in its organization. Thus, the present article aims to analyse if such state interference would be on the same page as what the constitutional text disposes.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
19

Xenopoulos, Peter, João Rulff, and Claudio Silva. "ggViz: Accelerating Large-Scale Esports Game Analysis." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (2022): 1–22. http://dx.doi.org/10.1145/3549501.

Der volle Inhalt der Quelle
Annotation:
While esports organizations are increasingly adopting practices of conventional sports teams, such as dedicated analysts and data-driven decision-making, video-based game review is still the primary mode of game analysis. In conventional sports, advances in data collection have introduced systems that allow for sketch-based querying of game situations. However, due to data limitations, as well as differences in the sport itself, esports has seen a dearth of such systems. In this paper, we leverage player tracking data for Counter-Strike: Global Offensive (CSGO) to develop ggViz, a visual analy
APA, Harvard, Vancouver, ISO und andere Zitierweisen
20

Dimitrov, Kiril. "Human resource management in business organizations under exponential growth conditions." Vanguard Scientific Instruments in Management journal (VSIM) 15, no. 1 (2019): 31. https://doi.org/10.5281/zenodo.4737427.

Der volle Inhalt der Quelle
Annotation:
The current article explores the image of success in the contemporary business environment, embedded in organizational settings as the “exponential organizations”. The essence of exponential human resource management is outlined based on critical review of the continuum of revolutions (evolution) in this functional sphere in business organizations. Strong attention is paid to human resource management practices, adopted by these companies, smoothly operating under the conditions of exponential growth. Cite as: Dimitrov, K. 2019. Human resource management in business organizations u
APA, Harvard, Vancouver, ISO und andere Zitierweisen
21

Camilleri, Neil, and Iryna-Mariia Mykhailivna Huk. "CAS FOR ESPORTS: REALITY OR UTOPIA?" Lex Sportiva, no. 1 (August 21, 2023): 19–22. http://dx.doi.org/10.32782/lexsportiva/2023.1.4.

Der volle Inhalt der Quelle
Annotation:
The authors examine the peculiarities of dispute resolution in esports and the current state of reforms. The author analyzes the factors influencing the choice of jurisdiction for consideration of disputes in the field of esports in the absence of clear rules for determining the jurisdiction and category of disputes in the field of esports. Attention is drawn to the possible options for jurisdiction in the field of esports. The author notes the peculiarities of dispute resolution within the framework of litigation, commercial arbitration, sports arbitration court and special arbitration bodies
APA, Harvard, Vancouver, ISO und andere Zitierweisen
22

Srinivas, Balasubramanian. "Leveraging Big Data for Competitive Advantage in eSports Management." International Journal of Innovative Research in Engineering & Multidisciplinary Physical Sciences 8, no. 6 (2020): 1–5. https://doi.org/10.5281/zenodo.15054656.

Der volle Inhalt der Quelle
Annotation:
Big Data is essentially data sets that are extremely large, complex and convoluting which traditional methods or systems can not decipher. Big Data Analytics (BDA) is the process of analyzing and processing vast amounts of data which is then interpreted or decrypted to provide actionable insights. Sports organizations that want to collect and process this data need rapid and innovative solutions for data processing and analysis. This penetration is being leveraged by eSports companies and executives around the world for improved decision making. This paper will provide an insight on how Big Da
APA, Harvard, Vancouver, ISO und andere Zitierweisen
23

Voisin, Nicolas, Nicolas Besombes, and Sébastien Laffage-Cosnier. "Are Esports Players Inactive? A Systematic Review." Physical Culture and Sport. Studies and Research 97, no. 1 (2022): 32–52. http://dx.doi.org/10.2478/pcssr-2022-0022.

Der volle Inhalt der Quelle
Annotation:
Abstract As esports grow, public authorities have many concerns about the potential negative health effects of this “sedentary” practice. This work proposes a systematic review on the links between esports and physical activity (PA). The research questions guiding this review are as follows: (1) What is the PA level of esports players? (2) Do data exist regarding the influence of participation in esports on players’ PA? (3) Based on these findings, what future research questions should be asked and what studies should be conducted? Eighteen studies met the inclusion criteria. The analysis reve
APA, Harvard, Vancouver, ISO und andere Zitierweisen
24

Kurniawan, Faidillah, Mohammad Furqon Hidayatullah, Agus Kristiyanto, et al. "Physical literacy needs in esports: literature review." Retos 58 (July 17, 2024): 495–505. http://dx.doi.org/10.47197/retos.v58.107885.

Der volle Inhalt der Quelle
Annotation:
This study aims to identify the needs and the importance of physical literacy in esports and to develop a new understanding of the forms of physical literacy that can be applied to esports athletes. This qualitative research used literature review approach from various databases in the Esports Research Network (ERN), Frontier, MDPI, PLOS, Human Kinetick, PubMed, ResearchGate, and Taylor & Francis. There are 12 research results from the databases. The results identified crucial physical needs for esports athletes, such as strength, endurance, balance, and flexibility. In addition, this stud
APA, Harvard, Vancouver, ISO und andere Zitierweisen
25

Khairullina, Elmira R., Mikhail A. Solonin, Oleg M. Ovchinnikov, Venera I. Bogdanova, Elena V. Slepneva, and Valery G. Shubovich. "Cybersports sphere organization peculiarities in educational space of higher education institution in forming student sports competences." LAPLAGE EM REVISTA 7, no. 3 (2021): 526–32. http://dx.doi.org/10.24115/s2446-62202021731338p.526-532.

Der volle Inhalt der Quelle
Annotation:
The article reveals the modern understanding of the discursive content of the cybersport sphere and identifies its priorities in the educational space of the university. It establishes the structure and content of eSports competences’ types determined by the students’ social roles in the cybersports sphere of higher education institution’s educational space. Based on the results of the study, the authors justified an interactive model of cybersports sphere organization as a priority condition for the formation of eSports competences of students' socialization in the educational space of the un
APA, Harvard, Vancouver, ISO und andere Zitierweisen
26

Göksel Ataman. "Brand Equity, Purchase Intention, E-Wom, Sponsorship Type, and Endemic in The Esports Industry: A Study on Mediating and Moderating Effects." Journal of Information Systems Engineering and Management 10, no. 27s (2025): 857–72. https://doi.org/10.52783/jisem.v10i27s.4657.

Der volle Inhalt der Quelle
Annotation:
This study explores the interplay between esports sponsorship, brand equity, purchase intentions, and electronic word-of-mouth (E-WOM). Utilizing a model built on three established scales, data were collected from 507 respondents via an online survey. The participants were gamers who spend 1–4 hours per week playing online games and watching esports streams. The analysis reveals that esports sponsorship significantly enhances brand equity, which, in turn, plays a pivotal role in shaping purchase intentions. Although a direct link between esports sponsorship and purchase intention was not obser
APA, Harvard, Vancouver, ISO und andere Zitierweisen
27

Gavrysh, Iryna, and Kateryna Fen. "SPORTS MARKETING: ESSENCE, SPECIFICITY AND BASIC SUBJECTS." Proceedings of Scientific Works of Cherkasy State Technological University Series Economic Sciences, no. 66 (October 20, 2022): 61–68. http://dx.doi.org/10.24025/2306-4420.66.2022.268591.

Der volle Inhalt der Quelle
Annotation:
The article examines the components of the sports industry. The markets that make up the world sports industry, such as: professional sports market, the market of sports goods, the market of sports nutrition and pharmacy, the market of gambling, as bets are placed on sports, the market of eSports, taking into account the latest technologies and achievements in the market of video games, are named in the article.
 The trends and prospects of sports are considered. Scientific approaches to the definition of sports marketing have been studied. The concept of sports marketing has been develop
APA, Harvard, Vancouver, ISO und andere Zitierweisen
28

KURGUZENKOVA, L. A., O. I. POPROZMAN, O. M. OPANASENKO, and G. A. GIYASOV. "Management aspects of the functioning of the e–sports market in conditions of digitalization." Market Relations Development in Ukraine №2(261)2023 85 (May 4, 2023): 44–51. https://doi.org/10.5281/zenodo.7895541.

Der volle Inhalt der Quelle
Annotation:
The subject of the study is the managerial aspects of the functioning of the e–sports market in the conditions of digitalization The purpose of the study is to outline the features of the functioning of eSports in the business environment in conditions of digitalization; determination of the structure of the eSports market in order to form an effective management system for it. Research methods. The article uses general scientific and special methods of researching management processes, analysis and synthesis of processes aimed at the formation of the e–sports market in conditions
APA, Harvard, Vancouver, ISO und andere Zitierweisen
29

Kim, Kibaek, Minsoo Kim, Jinwook Han, Dongkyu Kim, and Inyup Lee. "Does “We” Matter for Esports Fans? Analyzing the Mediating Effects of the Sense of Fan Community on Team Identification and Fandom Behaviors." Physical Culture and Sport. Studies and Research 97, no. 1 (2022): 65–76. http://dx.doi.org/10.2478/pcssr-2022-0024.

Der volle Inhalt der Quelle
Annotation:
Abstract As an emerging field of study, scholars have constantly compared esports and traditional sports to find similarities and differences between the two sports fields. As various studies have called for more studies regarding the fan communities of esports, the present study analyzed the mediating effect of the sense of the esports fan community between team identification and consumer behaviors. This study employed a path analysis technique, utilizing online survey responses from 182 participants who identified as fans of the esports team. The findings revealed that a sense of fan commun
APA, Harvard, Vancouver, ISO und andere Zitierweisen
30

Saiz-Alvarez, José Manuel, Jesús Manuel Palma-Ruiz, Herik Germán Valles-Baca, and Luis Alberto Fierro-Ramírez. "Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results." Sustainability 13, no. 19 (2021): 10890. http://dx.doi.org/10.3390/su131910890.

Der volle Inhalt der Quelle
Annotation:
The increasing popularity and exponential growth of esports as a worldwide phenomenon has created a whole new industry with important implications for the different key players in the value chain. The digitalization process, which accelerated after the global spread of COVID-19, has introduced a collection of exciting changes to content production and delivery, with the Internet as its fundamental pillar. Knowledge management in successful esports organizations can be associated with their sustainability, continuity, and achievement of long-lasting competitive results in this industry. From a
APA, Harvard, Vancouver, ISO und andere Zitierweisen
31

Fisher, Jolene, and Joshua Foust. "#GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports." Journal of Communication 72, no. 2 (2022): 165–86. http://dx.doi.org/10.1093/joc/jqab051.

Der volle Inhalt der Quelle
Annotation:
Abstract While interest in esports is widespread across demographic categories, the gendered norms surrounding video game play have been replicated, resulting in a male-dominated space. Scholars argue that broadening representations of gamers is necessary to normalizing women’s presence in esports. As nongaming organizations enter the space, they have a unique opportunity to disrupt established norms through their representations of esports competitors. This study analyzes the representation of U.S. Army Esports (USAE) team members via official social media channels. USAE was created as a publ
APA, Harvard, Vancouver, ISO und andere Zitierweisen
32

Blanco, Beatriz. "Changing the game but keeping to the rules." Eludamos: Journal for Computer Game Culture 15, no. 1 (2024): 209–23. https://doi.org/10.7557/23.7702.

Der volle Inhalt der Quelle
Annotation:
The vulnerabilities faced by social minorities in Brazil, such as women, Black people, and LGBTQ+ people, are also very prevalent in local gaming cultures. Because of this, members of these groups organize collectives through social media to debate strategies and to provide mutual support for their esports initiatives. In the last few years, many of these activist collectives were absorbed by formal esports organizations, with some of their members now leading equality and diversity initiatives for esports in Brazil. Nevertheless, the movement from grassroots activists to PR representatives ha
APA, Harvard, Vancouver, ISO und andere Zitierweisen
33

Shynkaruk, Oksana, Nataliia Byshevets, Olena Iakovenko, et al. "Modern Approaches to the Preparation System of Masters in eSports." Sport Mont 19, S2 (2021): 69–74. http://dx.doi.org/10.26773/smj.210912.

Der volle Inhalt der Quelle
Annotation:
The preconditions of the development of eSports are investigated and the content of Masters’ preparation in eSports is substantiated. Analysis of scientific and methodological literature, Internet data and methods of mathematical statistics were used as research methods. The study involved 15 experts: eSports specialists, rep- resentatives of the Ukrainian eSports Federation. The research was conducted during of the 2019-2020. The analysis of the curriculums of the second level of post-graduate studies of 6 higher educational institutions of foreign countries was carried out. The analysis allo
APA, Harvard, Vancouver, ISO und andere Zitierweisen
34

Goldman, Michael M., and David P. Hedlund. "Rebooting Content: Broadcasting Sport and Esports to Homes During COVID-19." International Journal of Sport Communication 13, no. 3 (2020): 370–80. http://dx.doi.org/10.1123/ijsc.2020-0227.

Der volle Inhalt der Quelle
Annotation:
Beginning in early March 2020, sport in the United States entered an unprecedented period of hiatus due to the COVID-19 pandemic. The postponement, suspension, and cancellation of live sporting events impacted every professional and amateur sport organization, from the National Basketball Association to the National Association for Stock Car Auto Racing, high school sports to college football, and even esports leagues. Although the abrupt cancellation of live sporting events was disruptive, it did create opportunities for the production of new media and consumption opportunities for sport leag
APA, Harvard, Vancouver, ISO und andere Zitierweisen
35

Babin, J. Jobu, Haritima S. Chauhan, and Steven L. Kistler. "When pretty hurts: Beauty premia and penalties in eSports." Journal of Economic Behavior & Organization 217 (January 2024): 726–41. http://dx.doi.org/10.1016/j.jebo.2023.12.002.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
36

Sergeev, Sergey, and Arturas Kaklauskas. "Usability of gaming environments in cybersport." MATEC Web of Conferences 245 (2018): 04016. http://dx.doi.org/10.1051/matecconf/201824504016.

Der volle Inhalt der Quelle
Annotation:
The article is devoted to the issues of engineering and psychological evaluation of gaming interfaces and environments for eSports. The typical program interface of group computer games is analyzed from the point of view of their user properties (usability). The functions and structure of the game interface are discussed. Definitions are given and the main usability functions are considered as an application to the gaming systems used in eSports. The basic requirements for user properties are formulated, and definitions of usability are given in accordance with the requirements of the Internat
APA, Harvard, Vancouver, ISO und andere Zitierweisen
37

Oliveira Júnior, Wilson, and Guilherme Costa Wiedenhöft. "A INFLUÊNCIA DA CULTURA ORGANIZACIONAL SOBRE A RELAÇÃO ENTRE O COMPORTAMENTO DE CIDADANIA ORGANIZACIONAL E A QUALIDADE ASSISTENCIAL1." REAd. Revista Eletrônica de Administração (Porto Alegre) 29, no. 3 (2023): 763–91. http://dx.doi.org/10.1590/1413-2311.393.130793.

Der volle Inhalt der Quelle
Annotation:
RESUMO Este artigo tem como objetivo investigar a influência da cultura organizacional sobre a relação entre o comportamento de cidadania organizacional e a qualidade assistencial junto a colaboradores das áreas médica, de enfermagem e de apoio assistencial de diferentes unidades hospitalares. Para tanto, foi realizada uma pesquisa descritiva, de natureza quantitativa, concretizada por meio de uma survey, junto a colaboradores das áreas citadas de hospitais da rede Empresa Brasileira de Serviços Hospitalares (EBSERH). Os dados foram analisados por meio do método de Partial Least Squares (PLS),
APA, Harvard, Vancouver, ISO und andere Zitierweisen
38

Fantini, Laiane Maris Caetano. "Esports championships, companies and organizations in electronic sports and their regulatory and compliance challenges with the Brazilian Statute of Child and Adolescent (ECA)." Brazilian Journal of Law, Technology and Innovation 1, no. 1 (2023): 141–62. http://dx.doi.org/10.59224/bjlti.v1i1.141-162.

Der volle Inhalt der Quelle
Annotation:
This paper aims to analyze the legal status of esports in Brazil, with a particular focus on the participation of minors in the competitive landscape of electronic sports and the regulatory challenges faced by this market regarding underage cyber athletes. Esports have grown considerably since 2010, and it is currently a niche within the electronic games industry with an estimated revenue of US$1.084 billion in 2021. The study focuses on two popular games, Fortnite and Garena Free Fire, which are free-to-play, labeled as violent by the Ministry of Justice, fully translated into Portuguese, and
APA, Harvard, Vancouver, ISO und andere Zitierweisen
39

Brain, Jonathan, Oliver Wright, Alessandro Quartiroli, and Christopher R. D. Wagstaff. "Sport Psychology Practitioners’ Contributions to the Drafting Process of a Professional Esports Team: A Case Study." Case Studies in Sport and Exercise Psychology 8, S1 (2024): S1–46—S1–56. http://dx.doi.org/10.1123/cssep.2023-0045.

Der volle Inhalt der Quelle
Annotation:
The role of sport psychology practitioners in contributing to the drafting process of athletes in teams, by providing their input on athletes’ psychological makeup, has become a common practice. Similar to traditional sport, esport organizations also engage in drafting periods to identify the next talents. Yet, a paucity of literature exists examining practitioners’ experiences of operating during such trial periods in the esport context. In this case study, we outline our process of being involved as sport and exercise psychologists in training during a professional National Overwatch team dr
APA, Harvard, Vancouver, ISO und andere Zitierweisen
40

Witkowski, Emma, and James Manning. "Player power: Networked careers in esports and high-performance game livestreaming practices." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2018): 953–69. http://dx.doi.org/10.1177/1354856518809667.

Der volle Inhalt der Quelle
Annotation:
In this article, we explore the ongoing negotiations and tensions involved in creating high-performance play and livestreaming practices, produced through assemblages of creative networked actions between individuals, institutions, infrastructures and communities. From speedrunning communities to esports leagues, expert game cultures offer key cases to explore the conventions of expert gameplay, the politics of digital play itself and the formation of networked careers. These include performances (on/off screen, by players and spectators), ownership/governance (of the game, of third-party orga
APA, Harvard, Vancouver, ISO und andere Zitierweisen
41

Reynoso Espinoza, Deivit Wilfredo. "Estudio de la intersubjetividad de las interacciones en las organizaciones: jefes subordinantes y subordinados seguidores." Revista científica Pensamiento y Gestión 51 (February 15, 2024): 1–19. http://dx.doi.org/10.14482/pege.51.784.652.

Der volle Inhalt der Quelle
Annotation:
En esta investigación se exploran algunas características que tipifican la interacción entre jefes y subordinados. El estudio se llevó a cabo con una muestra de 73 participantes, varones y mujeres, inscritos en un programa de MBA en Perú. Se usó como método de estudio el análisis de las narraciones provenientes de una prueba proyectiva aplicada al grupo. Los resultados muestran la existencia de pautas intersubjetivas para la interacción entre jefes y subordinados. La interacción de un jefe con su subordinado se tipifica porque el jefe ejerce conductas relacionadas con la dirección, y espera co
APA, Harvard, Vancouver, ISO und andere Zitierweisen
42

Šunje, Haris, and Elvis Vardo. "Gaming as the New Most Important Secondary Thing in the World: Research on Internet Gaming Disorder among Gamers and Esports Players." Društvene i humanističke studije (Online) 10, no. 1(27) (2025): 657–80. https://doi.org/10.51558/2490-3647.2025.10.1.657.

Der volle Inhalt der Quelle
Annotation:
The objective of this research was to (1) gain insight into the online and offline video gaming activities participants engaged in over the previous 12 months related to IGD, and (2) examine differences in internet gaming disorder scores between eSports players and gamers. The research was conducted on 62 participants (N=62), 26 of whom are eSports players participating in state-level and regional-level competitions, while the remaining 36 are classified as gamers. Regression analysis and t-test statistical procedures were used to test the hypotheses regarding internet gaming disorder, utilizi
APA, Harvard, Vancouver, ISO und andere Zitierweisen
43

Brain, Jonathan, Oliver Wright, Alessandro Quartiroli, and Christopher R. D. Wagstaff. "Supporting a National Team During the Overwatch World Cup: Three Confessional Tales." Case Studies in Sport and Exercise Psychology 8, S1 (2024): S1–28—S1–35. http://dx.doi.org/10.1123/cssep.2023-0034.

Der volle Inhalt der Quelle
Annotation:
There is currently a lack of understanding of how sport psychology practitioners navigate the nuances of working within the esports domain in the applied sport psychology literature. Therefore, the current case study provides three confessional tales, which aim to outline the unique experiences of two sport and exercise psychologists in training, working with a national Overwatch esports team during the World Cup preparation period. We first provide contextual elements of the World Cup format, the roster, the team’s needs, and the program of work. In the form of confessional tales, we share a
APA, Harvard, Vancouver, ISO und andere Zitierweisen
44

Polozov, A. A., K. S. Akubekov, N. A. Maltseva, A. A. Hofmann, and V. E. Gorodilov. "Sverdlovsk esports student league - reserve of the Sverdlovsk region national team." Scientific and educational basics in physical culture and sports, no. 2 (June 3, 2024): 58–64. http://dx.doi.org/10.57006/2782-3245-2024-14-2-58-64.

Der volle Inhalt der Quelle
Annotation:
Relevance. The first official competitions of the Sverdlovsk region in computer sports were the 2019 Sverdlovsk Region Cup in computer sports. Teams consisting of 5 people were allowed to participate in competitions in the Combat Arena discipline, in the form of the DOTA2 program. 8 teams took part in the competition, and 3 teams in full were the teams of Yekaterinburg universities. This is a very important point, since without the participation of university teams, athletes of the Sverdlovsk region would not be able to meet the discharge standards, since in accordance with the requirements of
APA, Harvard, Vancouver, ISO und andere Zitierweisen
45

Wannatrong, Napaphat, and Zagon Bussabong. "Text Extraction of Esports Summary Score Image in the Thai Language Using OCR Technology." International Journal of Membrane Science and Technology 10, no. 4 (2023): 1525–34. http://dx.doi.org/10.15379/ijmst.v10i4.2272.

Der volle Inhalt der Quelle
Annotation:
The esports industry in Thailand has gained widespread attention, with several organizations starting to organize RoV tournaments to enhance the excitement of the competitions. Consequently, statistics of each match are collected and utilized as data for promoting each round of the competition. Conventionally, the method of data collection involves capturing images of the match results and manually inputting the information for further analysis. However, this process often leads to errors or delays, particularly when dealing with a large volume of data. To address these issues, the researchers
APA, Harvard, Vancouver, ISO und andere Zitierweisen
46

Ivanytska, B. "КІБЕРСПОРТ У ГЕНДЕРНОМУ АСПЕКТІ: ЖУРНАЛІСТСЬКИЙ ПОГЛЯД". State and Regions. Series: Social Communications, № 1(53) (19 травня 2023): 31. http://dx.doi.org/10.32840/cpu2219-8741/2023.1(53).4.

Der volle Inhalt der Quelle
Annotation:
<p><strong><em>The purpose of the study</em></strong><em> is to identify gender issues in women’s esports in Ukraine and around the world, as well as develop ways to solve them.</em></p><p><strong><em>Research methodology.</em></strong><em> The study used general scientific methods of cognition. The current state of the global and Ukrainian esports industry is analyzed using the method of critical analysis. In the process of synthesizing information, the gender problems of women’s esports are identified. Recomm
APA, Harvard, Vancouver, ISO und andere Zitierweisen
47

Esiri, Sidney. "Integrated marketing communication framework for esports brand growth and audience expansion." Journal of Advance Multidisciplinary Research 1, no. 2 (2022): 39–47. https://doi.org/10.54660/.jhmr.2022.1.2.39-47.

Der volle Inhalt der Quelle
Annotation:
The rapid expansion of eSports as a mainstream entertainment industry has created the need for a comprehensive Integrated Marketing Communication (IMC) framework to enhance brand growth and audience engagement. This review proposes an IMC model tailored to the unique dynamics of eSports, incorporating digital marketing, sponsorship strategies, event marketing, and community engagement.By integrating multiple communication channels and data-driven decision-making, the framework aims to establish strong brand positioning and maximize audience reach. A key component of the framework is digital an
APA, Harvard, Vancouver, ISO und andere Zitierweisen
48

Scholz, Tobias M., and Volker Stein. "Going Beyond Ambidexterity in the Media Industry." International Journal of Gaming and Computer-Mediated Simulations 9, no. 2 (2017): 47–62. http://dx.doi.org/10.4018/ijgcms.2017040104.

Der volle Inhalt der Quelle
Annotation:
As media companies continue to struggle on the ever-changing global and digital market, they often fail to be simultaneously innovative and entrepreneurial. As though intuitively knowing that they are still not on the right track, a growing number of media companies has been observed to approach eSports companies, intending to invest in innovative capabilities they lack themselves. The trend has reached its peak in 2015. Expanding the current research on ambidexterity with its either/or duality of exploration and exploitation, the authors propose a model of ultradexterity that goes beyond eith
APA, Harvard, Vancouver, ISO und andere Zitierweisen
49

Shynkaruk, Oksana. "CURRENT ANALYSIS AND TRENDS IN THE DEVELOPMENT OF MOBILE ESPORTS." Sport Science and Human Health, no. 1 (2025): 210–21. https://doi.org/10.28925/2664-2069.2025.118.

Der volle Inhalt der Quelle
Annotation:
Introduction. With the growing popularity of esports and the expanding capabilities of mobile devices, there is a need for a deeper understanding of the characteristics and prospects of the mobile branch, which is increasingly evolving into a distinct field of sports competitions. Recognizing the specifics and potential of mobile esports makes it possible to identify the key areas for its further development and integration into the global esports system. The aim of the study is a comprehensive analysis of the emergence and development of mobile esports as a promising segment of modern electro
APA, Harvard, Vancouver, ISO und andere Zitierweisen
50

Tabassum, Naz. "A Voyage of Esprit-De-Corps: A Sectorial Comparison." Global Social Sciences Review 4, no. 2 (2019): 10–19. https://doi.org/10.5281/zenodo.4362172.

Der volle Inhalt der Quelle
Annotation:
Esprit-De-Corps encompasses cohesion, loyalty and unity within an organization. The study is focused on the existing threads of EspritDe-Corps and its comparison in public and private sector universities. A sample of 533 faculty members was taken. The team STTEPS (T-TAQ) questionnaire was adapted for collecting the data. The data was analyzed through Percentage, mean and t-test. It was concluded that the strands of Esprit-De-Corps are more prevalent in private sector universities. It is recommended that faculty members may be involved in decision making process and trainings pertaining to lead
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Wir bieten Rabatte auf alle Premium-Pläne für Autoren, deren Werke in thematische Literatursammlungen aufgenommen wurden. Kontaktieren Sie uns, um einen einzigartigen Promo-Code zu erhalten!