Academic literature on the topic 'Esport'

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Journal articles on the topic "Esport"

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Ramos, Andres, Joar Svensson, and Natalia Stambulova. "Navigating the Unknown." Scandinavian Journal of Sport and Exercise Psychology 6 (July 5, 2024): 33–41. http://dx.doi.org/10.7146/sjsep.v6i.140390.

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The purpose of this study was to explore career development narratives of esport players. Three Swedish professional Counter-Strike: Global Offensive players were interviewed about their careers. Two of the participants had retired and one was still active. Their competition level ranged from top 10 nationally to top-20 internationally. The interview transcripts were analyzed using a holistic-form structural analysis, which resulted in three overarching narratives (i.e. performance, relational and sink or swim complemented by multiple narrative threads (e.g., discovery, relational). Due to the
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Skubida, Dominika. "Can Some Computer Games Be a Sport?" International Journal of Gaming and Computer-Mediated Simulations 8, no. 4 (2016): 38–52. http://dx.doi.org/10.4018/ijgcms.2016100103.

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This paper focuses on the problem of social legitimization of eSport in the context of traditional sports. Its objective is to investigate knowledge and attitudes towards eSports, as well as their recognition as legitimate sports. The first part of the paper consists of the definition and differentiation between eSport and eSports. The second part provides an analysis of various definitions of sport and comparison of main qualities of eSport and sport. The third part includes identification of the most problematic features of eSports in public opinion and their analysis.
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Edgar, Andrew. "Esport." Sport, Ethics and Philosophy 13, no. 1 (2019): 1–2. http://dx.doi.org/10.1080/17511321.2019.1558558.

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Ward, Michael R., and Alexander D. Harmon. "ESport Superstars." Journal of Sports Economics 20, no. 8 (2019): 987–1013. http://dx.doi.org/10.1177/1527002519859417.

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We analyze the careers of Esports professional players. The Esport industry has been able to monetize growing spectator demand to offer tournament prize money amounting to US$113 million in 2017. A few hundred players, out of tens of thousands, earn enough to remain professional gamers exclusively. We examine three aspects of professional Esport player careers. First, a “superstar” effect leads to increases in the top prizes drawing amateurs into the professional ranks. Next, while age and experience affect player performance, player ability remains difficult to assess. Finally, career exits r
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Kurnia, Aditya Achmad, and Rimsky K. Judiseno. "PERAN STATSMAN PADA MOBILE LEGEND PROFESIONAL LEAGUE TOURNAMENT 2018 oleh RevivaLTV." Bisnis Event 1, no. 2 (2020): 25–29. http://dx.doi.org/10.32722/bev.v1i2.5404.

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Mobile Legend Professional League (MPL) adalah kompetisi permainan gadget terbesar dan paling bergengsi di Asia Tenggara yang akan menampilkan sebuah game yang bernama Mobile Legend: Bang Bang. Mobile Legend Professional League telah menjadi salah satu turnamen esport yang sangat dinanti oleh semua penggemar permainan mobile legend dan juga penikmat acara esport turnamen, karena Mobile Legend Professional League dianggap akan menjadi acara turnamen esport gadget terbesar di Asia Tenggara. Dalam kegiatan turnamen esports, divisi Statsman memiliki peran penting pada acara turnamen esport yaitu m
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Egliston, Ben. "‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’ the game." New Media & Society 22, no. 6 (2019): 984–1003. http://dx.doi.org/10.1177/1461444819875078.

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Broadcasts of esport have come to function as technological intermediaries that shape how individuals engage with videogames in an everyday capacity. This article focuses on the moments of bodily tension when spectators of esport attempt to emulate techniques and strategies derived from broadcasts of esport matches. I present findings from a wider study which reveal three tensions: (1) antagonistic relations between players’ bodily faculties and techniques shown in esports, enculturated through esports’ popularity, and its perpetuation of bodily mastery and technological competency as key ways
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DiFrancisco-Donoghue, Joanne, and Jerry R. Balentine. "Collegiate eSport." Current Sports Medicine Reports 17, no. 4 (2018): 117–18. http://dx.doi.org/10.1249/jsr.0000000000000477.

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Funk, Daniel C., Anthony D. Pizzo, and Bradley J. Baker. "eSport management: Embracing eSport education and research opportunities." Sport Management Review 21, no. 1 (2018): 7–13. http://dx.doi.org/10.1016/j.smr.2017.07.008.

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KASHOGIE, Natanael Axelino Antari, and Hilda Yunita WONO. "Uc Esport Instagram Management." International Journal of Environmental, Sustainability, and Social Science 5, no. 2 (2024): 260–64. http://dx.doi.org/10.38142/ijesss.v5i2.973.

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Marketing using the internet or electronic media has experienced a significant increase. The development of this technology is increasingly mushrooming because the internet makes it easier to search for information and communicate quickly and remotely. One of them is carrying out promotional activities on social media. The activity promoted on social media is UC Esports. UC Esport is one of the SMEs popular with many people because it plays MOBA games such as Mobile Legends, Valorant, PUBG, etc. UC Esport faces problems because fewer players are visiting UC Esport's Instagram to buy products a
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Berliana, Berliana, Nina Sutresna, Ivan Rivan Firdaus, et al. "Female students' participation (over the years) in esports and its implications on psychological conditions, communication, and virtual gaming risks." Retos 62 (November 11, 2024): 682–90. http://dx.doi.org/10.47197/retos.v62.109593.

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eSport is a sport of choice and is quite popular, especially among young people, including women. This virtual sport has been developed entirely with various ways to play. At the same time, there is a negative paradigm of eSport games for women in Indonesia, including damaging vision, causing numbness in the hands, forgetting to eat, being introverted, and using harsh language. From a cultural perspective, women who play eSport are considered to violate the nature of women because they reflect masculine characteristics. This study uses quantitative research with a causal-comparative design to
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Dissertations / Theses on the topic "Esport"

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Drews, Lucas. "eSport im Kontext des Sportsponsorings." Bachelor's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-93575.

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Die rasante Entwicklung von Computer- und Informationstechnologie in den letzten Jahrzehnten hat Gesellschaft und Wirtschaft entscheidend beeinflusst. Völlig neue Geschäftsfelder sind entstanden, wie z.B. das der Computerspiele. Computerspiele wiederum implizierten die Entstehung des eSports - eSport ist das Austragen von Wettkämpfen mittels Computerspielen. Bisherige Beiträge oder Analysen zu dieser neuen Sportart sind kaum vorhanden. Vorliegende Arbeit befasst sich mit einem Teilgebiet des eSports: dem Sponsoring. Ziel ist es, die Situation des eSport Marktes im Allgemeinen zu beschrei
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Lahti, Daniel, and Per Nyström. "eSport: Den professionella sidan och vägen dit." Thesis, Umeå universitet, Institutionen för informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79310.

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Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea. To our help we h
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Riera, Ferran Agnès. "Análisis comparado del uso del deporte en la publicidad televisiva en España." Doctoral thesis, Universitat de Lleida, 2003. http://hdl.handle.net/10803/8063.

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ANÀLISI COMPARATIVA DE L'ÚS DE L'ESPORT EN LA PUBLICITAT TELEVISIVA EN ESPANYA<br/><br/>A finals del segle XX i principis del segle XXI s'ha observat un increment de l'hàbit esportiu dels espanyols, que es veu reflexat en els medis de comunicació en general, especialment en un augment de l'espai dedicat a l'esport en la televisió, així com la utilització de contingut esportiu en la publicitat televisiva, entesa com una estratègia de comunicació dins del procés de marketing empresarial i institucional.<br/>En la present investigació es preten descubrir com s'utilitza l'esport en la creació i em
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Modig, Kristoffer, and Erik Källgren. "Exploring dual career experiences of Swedish student-eSport players." Thesis, Högskolan i Halmstad, Akademin för hälsa och välfärd, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44316.

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The study aimed to explore the experiences of dual career (DC) among Swedish student-eSport players from a holistic perspective, and focused on the challenges faced in DC, the coping strategies used, and how DC influenced the student-eSport players. Interviews were conducted with 7 student-eSport players enrolled in an upper secondary school or university providing DC supportive resources. The participants were all males between 16 and 22 years of age (M= 18, SD= 2.16). The works of Stambulova et al. (2015) and Henriksen (2010) served as foundations in creating the two semi-structured intervie
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Gómez, Lecumberri Catalina. "Esport, intervenció educativa i exclusió social. Un estudi de casos." Doctoral thesis, Universitat de Barcelona, 2009. http://hdl.handle.net/10803/2941.

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Històricament s'ha considerat que les persones o grups socials amb baixa retribució econòmica es trobaven en situació d'exclusió social, els anomenats "vagos y maleantes", persones que no podien accedir als béns materials que sí que eren a l'abast de la gran majoria.<br/>Eren acusats de no voler treballar i de merèixer, per tant, la situació en què es trobaven.<br/><br/>Amb el temps, la concepció del que és i del que suposa l'exclusió social s'ha modificat, i no només en el seu significat sinó, sobretot, en les múltiples formes de manifestar-se.<br/>Ara, quan parlem o ens referim a l'exclusió
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Rudé, i. Rull Albert. "Anàlisi dels desequilibris musculars com a factors intrínsecs de risc de lesió muscular i lligamentosa del tren inferior en futbolistes de 3ª Divisió Nacional Espanyola." Doctoral thesis, Universitat de Vic, 2014. http://hdl.handle.net/10803/285006.

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La tesi doctoral té com a finalitat estudiar la influència que poden tenir els desequilibris musculars, i en conseqüència els dèficits de força i potència que aquests generen, sobre les lesions musculars i lligamentoses del tren inferior amb futbolistes d’alt rendiment. Aquesta investigació Ex Post Facto Longitudinal de grup únic es basa amb una recollida de dades de la variable independent mitjançant quatre materials tecnològics de registre i seguidament amb una recollida de dades de la variable dependent durant 365 dies. Les aportacions són que la mostra de futbolistes d’alt rendiment presen
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Abadía, i. Naudí Sixte. "Esport i democratització en un període de canvi. Evolució del fenomen esportiu a Barcelona durant la transició democràtica (1975-1982)." Doctoral thesis, Universitat de Barcelona, 2007. http://hdl.handle.net/10803/2920.

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La anàlisi de l'evolució del fenomen esportiu a la ciutat de Barcelona durant la transició democràtica (1975-1982) és l'objecte d'estudi d'aquesta tesi doctoral. El mencionat període constituí un marc de profundes transformacions jurídiques, socials i polítiques que possibilitaren la definitiva modernització del país i la massiva incorporació de l'esport entre els nous estils de vida dels espanyols. Des d'una perspectiva historiogràfica doncs, aquesta recerca s'apropa a la realitat del fenomen esportiu durant la transició democràtica, amb la intenció de determinar si en paral·lel a la democrat
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Comella, Cayuela Agustí. "Tabaquisme i esport. Modificacions metabòliques, cardiopulmonars i subjectives durant l'exercici físic." Doctoral thesis, Universitat de Barcelona, 2002. http://hdl.handle.net/10803/1148.

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Introducció: La nicotina causa una estimulació simpàtica per mitjà de mecanismes centrals i perifèrics. Els mecanismes mediats pel SNC inclouen l'activació dels quimioreceptors perifèrics, particularment els quimioreceptors carotidis i dels cossos aòrtics, i efectes directes sobre el tronc de l'encèfal i la medul·la espinal. Aquesta resposta simpaticomimètica a la nicotina, amb l'activació dels quimioreceptors, produeix per via reflexa vasoconstricció, taquicàrdia i elevació de la pressió arterial. Els mecanismes perifèrics inclouen l'alliberament de catecolamines des de la medul·la suprarenal
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Andersson, Pontus, and Hanna Johansson. "Lekplatsen där tjejer inte får vara med och leka : En studie om tjejers underrepresentation inom eSport." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-120752.

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Women’s underrepresentation within eSport is something that should be considered asa problem, but the game industry and gaming community excludes the women as atarget group. In this essay we will explore the reasons behind women’s lack ofinvolvement within eSport and competitive games, present the challenges they facewhen playing these types of games and what needs to be changed for a more uniformground between the sexes. We chose to focus on the social aspects as to why girls stayaway from eSport and these types of games in general. With the use of multiplequalitative research methods and a n
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Shaw, Kevin. "Measuring the effect of esport sponsorships on brand equity and purchase intentions." Thesis, Södertörns högskola, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38019.

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Esport har under de senaste åren vuxit enormt snabbt och kommit att bli ett globalt fenomen. Samtidigt visar de framtida prognoserna att marknaden för esport kommer växa ytterligare, vilket har gjort det attraktivt för varumärken att sponsra lag, event och organisationer. Trots detta kommer det rapporter som menar på att sponsorer fortfarande är tveksamma till att investera inom esporten då det råder en osäkerhet kring hur effektivt det faktiskt är. Syftet med denna studie är att undersöka hur effektivt sponsorskap är inom esport. Studien har ämnat att undersöka detta från ett konsumentperspek
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Books on the topic "Esport"

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Breuer, Markus, and Daniel Görlich, eds. eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1.

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von Borcke, Yorck, and Nicole Konnowski. eSport-Sponsoring. Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-33747-6.

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Zaragoza, Angel. Oci, esport i societat. PPU, 1990.

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Zaragoza, Angel. Oci, esport i societat. PPU, 1990.

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Diegel, Marius. Markenerweiterungsstrategien professioneller Sportvereine im eSport. Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-33100-9.

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Sauer, Annika. eSport, Netzwerkeffekte und Lindahl-Preise. Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-26210-5.

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E, Jones Daniel, and Moragas Spa, Miquel de, 1943-, eds. Esport i mitjans de comunicació a Catalunya. Universitat Autónoma de Barcelona, 1996.

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Aragó, Narcís-Jordi, (1932- ) aut., ed. Girona, crònica dels 30: Oci, esport i cultura. Fundació Caixa d'Estalvis i Pensions, 2005.

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1932-, Aragó Narcís-Jordi, and Fundació "La Caixa", eds. Girona, crònica dels 30: Oci, esport i cultura. Obra Social, Fundació "la Caixa", 2005.

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Raduà, Josep Maria. Història de totes les seleccions esportives catalanes (1904-2005): La història de totes les nostres seleccions absolutes partit a partit, esport a esport, homes i dones--. DCOM, 2005.

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Book chapters on the topic "Esport"

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von Borcke, Yorck, and Nicole Konnowski. "eSport." In eSport-Sponsoring. Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-33747-6_3.

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Diegel, Marius. "eSport." In Innovatives Markenmanagement. Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-33100-9_5.

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Görlich, Daniel, and Markus Breuer. "Elektronischer Sport – Historische Entwicklung und aktuelle Fragestellungen." In eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1_1.

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Lauff, Markus. "eSport im traditionellen Sportverein." In eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1_10.

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Kanz, Johannes. "eSport-Engagements von Fußball-Landesverbänden." In eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1_11.

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Dombrowski, Matthias, Thomas Wendeborn, Olivia Wohlfart, and Alexander Hodeck. "eSport im deutschen Profifußball." In eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1_12.

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Hebbel-Seeger, Andreas, and Marie Sophie Pelc. "eSport im politischen Diskurs." In eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1_13.

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Anderie, Lutz, and Daniel Görlich. "Die wirtschaftliche Perspektive des eSports." In eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1_2.

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Falk, Felix, and Martin Puppe. "eSports in Deutschland: Eine Betrachtung aus Perspektive des game – Verband der deutschen Games-Branche e.V." In eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1_3.

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Nothelfer, Nepomuk, and Philipp Schlotthauer. "(e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler." In eSport. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29387-1_4.

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Conference papers on the topic "Esport"

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Irvan, Mhd, Franziska Zimmer, Ryosuke Kobayashi, Maharage Perera, Roberta Tamponi, and Rie Yamaguchi. "Anomaly Detection in eSport Games Through Periodical In-Game Movement Analysis with Deep Recurrent Neural Network." In 16th International Conference on Neural Computation Theory and Applications. SCITEPRESS - Science and Technology Publications, 2024. http://dx.doi.org/10.5220/0012978100003837.

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., Dhruv, Asad Abdur Rahman, Aditya Rai, Mohd Abdul Mateen Siddiqui, Puneet Garg, and Dinesh Yadav. "Easeviewer: An Esports Production Tool." In 2025 First Global Conference on AI Research and Emerging Developments. Ganitara Research Foundation, 2025. https://doi.org/10.63169/gcared2025.p46.

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Rangel, Sophia Mattos dos Santos S., and Marina Macedo Siqueira. "A IMPORTÂNCIA DA ODONTOLOGIA NO ESPORTE." In IX Congresso Acadêmico-Científico do UNIFESO. Even3, 2024. https://doi.org/10.29327/1449322.9-315.

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Al Siddik Shammo, Basid, and Biswaranjan Acharya. "Esports Earning Analysis Using Regression Model." In 2024 International Conference on Artificial Intelligence and Quantum Computation-Based Sensor Application (ICAIQSA). IEEE, 2024. https://doi.org/10.1109/icaiqsa64000.2024.10882303.

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Post, Ger, and James Birt. "Assessing esport candidacy for critical thinking education." In ASCILITE 2020: ASCILITE’s First Virtual Conference. University of New England, Armidale, 2020. http://dx.doi.org/10.14742/ascilite2020.0112.

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Critical thinking in education is mainstream with ever increasing industry support for soft skills and capacity for graduates to solve problems, plan strategy, make decisions and communicate creatively. However, teaching and assessing critical thinking is resource intensive especially when scaling to large remote or online classes. Often, the solutions are bespoke, custom outcomes for a single classroom that are expensive to scale. Commercial computer games and esports may offer a solution. In this paper we aim to define critical thinking in education and how this relates to skills in esports,
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Seidner, Peter, and Oskar Karlík. "DIFFERENCES BETWEEN SPORT AND ESPORT TEAM MANAGEMENT." In 18th International Bata Conference for Ph.D. Students and Young Researchers. Tomas Bata University in Zlín, 2022. http://dx.doi.org/10.7441/dokbat.2022.36.

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Kow, Yong Ming, and Timothy Young. "Media technologies and learning in the starcraft esport community." In the 2013 conference. ACM Press, 2013. http://dx.doi.org/10.1145/2441776.2441821.

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Pedrassoli Chitayat, Alan, Florian Block, James Alfred Walker, and Anders Drachen. "Applying and Visualising Complex Models in Esport Broadcast Coverage." In IMX '24: ACM International Conference on Interactive Media Experiences. ACM, 2024. http://dx.doi.org/10.1145/3639701.3656319.

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Bednárek, David, Martin Krulis, Jakub Yaghob, and Filip Zavoral. "Data Preprocessing of eSport Game Records - Counter-Strike: Global Offensive." In 6th International Conference on Data Science, Technology and Applications. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006475002690276.

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Ferrari, Simon. "eSport and the Human Body: foundations for a popular aesthetics." In Proceedings of DiGRA 2013 Conference. Digitial Games Research Association DiGRA, 2014. https://doi.org/10.26503/dl.v2013i1.644.

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Reports on the topic "Esport"

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Blackburn, J. F. ESPRIT II. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada225524.

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Blackburn, J. F. ESPRIT Technical Week, Information Technology Forum Day. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada225510.

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Liu, K. J., Dianne P. O'Leary, G. W. Stewart, and Yuan-Jye Wu. An ESPRIT Algorithm for Tracking Time-Varying Signals. Defense Technical Information Center, 1992. http://dx.doi.org/10.21236/ada445553.

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Bouso Garcia, Mònica, Ignacio Rodríguez Temiño, and Ana Yáñez. Espoli, tràfic il·lícit i falsificacions de béns arqueològics. Edicions de la Universitat de Lleida, 2020. http://dx.doi.org/10.21001/rap.2020.30.3.

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von Balthasar, Hans Urs. Fe y espera inminente del reino de Dios. Saint John Publications, 2022. http://dx.doi.org/10.56154/ux.

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Root, B. T. High-Resolution Array with Prony, MUSIC, and ESPRIT Algorithms. Defense Technical Information Center, 1992. http://dx.doi.org/10.21236/ada255514.

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Carpenter, Brandon H., Randall J. Vos, Gail R. Nonnecke, and Sebastian Donnor. Time of Harvest and Wine Quality of Esprit Wine Grapes. Iowa State University, Digital Repository, 2010. http://dx.doi.org/10.31274/farmprogressreports-180814-746.

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Tello, Cristobal, Sara Riveros, and Patricia Jara Maleš. Determinantes de la espera por atención de especialidad: una propuesta de optimización de la gestión de las listas de espera en salud en Chile. Banco Interamericano de Desarrollo, 2023. http://dx.doi.org/10.18235/0005338.

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Abstract:
En el marco del proyecto de cooperación técnica del Banco Interamericano de Desarrollo (BID) con el Ministerio de Salud de Chile (MINSAL), para el diseño e implementación de un sistema de gestión y acompañamiento de personas que se encuentran en lista de espera en el sistema público de salud, en 2019 se llevó a cabo un estudio a cargo del Laboratorio de Innovación Pública de la Pontificia Universidad Católica de Chile. Dicho estudio consistió en diseñar e implementar un modelo de optimización de la gestión clínica en tres especialidades, con el fin de identificar alternativas eficaces para dis
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Burrows, M. L. Two-Dimensional ESPRIT with Tracking for Radar Imaging and Feature Extraction. Defense Technical Information Center, 2002. http://dx.doi.org/10.21236/ada405754.

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Celhay, Pablo, and Humberto Jiménez. Estudio exploratorio de cuantificación de resultados del modelo de gestión del cuidado y acompañamiento de personas en lista de espera no GES en el sistema público de salud de Chile. Banco Interamericano de Desarrollo, 2023. http://dx.doi.org/10.18235/0005337.

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Abstract:
En el marco de la cooperación técnica que el Banco Interamericano de Desarrollo (BID) mantiene con el Ministerio de Salud (MINSAL) de Chile, de la mano del Laboratorio de Innovación Pública de la Pontificia Universidad Católica de Chile se vienen implementando desde 2020 pilotos para la identificación de alternativas eficaces para la disminución de las listas de espera a partir de la optimización de la gestión clínica en algunas especialidades. En un documento anterior, denominado “Determinantes de la espera por atención de especialidad: una propuesta de optimización de la gestión de las lista
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