Academic literature on the topic 'Esports'

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Journal articles on the topic "Esports"

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Coutinho, Lucas Marques, and Filipe Lôbo Gomes. "enquadramento jurídico dos esportes eletrônicos no Brasil: podemos considerá-lo como uma tecnologia disruptiva para fins regulatórios?" Revista Digital de Direito Administrativo 11, no. 1 (2024): 01–22. http://dx.doi.org/10.11606/issn.2319-0558.v11i1p01-22.

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Esta pesquisa aborda, com base na metodologia qualitativa-bibliográfica, a conceituação dos esportes eletrônicos no ambiente jurídico brasileiro, perpassando pela promoção de novos conceitos derivados das novas tecnologias no Direito. A problemática gira em torno do seguinte questionamento: os eSports podem ser enquadrados como tecnologia disruptiva para fins de regulação? Os objetivos dessa pesquisa são, inicialmente, analisar os conceitos de esporte na legislação brasileira, traçando parâmetros que contribuirão para a conceituação do esporte eletrônico e, posteriormente, entregar ao leitor a fundamentação necessária para discussões sobre a regulamentação na perspectiva das tecnologias disruptivas, auxiliando, assim, no combate à escassez doutrinária nacional sobre o assunto. Ao final, o resultado exposto baseado em fundamentação doutrinária moderna aponta para a não atribuição do caráter disruptivo para os eSports, de modo que será apresentada outra solução para a sua regulação no Brasil.
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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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İrem Erdoğmuş, Zeynep, Gökhan Esen, and Melisa Karakaya Arslan. "Online Esports Engagement: Motivational Antecedents and Marketing Outcomes." Athens Journal of Sports 10, no. 3 (2023): 145–62. http://dx.doi.org/10.30958/ajspo.10-3-2.

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Esport is becoming one of the fastest-growing sports branches and providing remarkable advertising and sponsorship opportunities for brands. This research aims to understand what motivates online esports spectators to engage in esports and the way that motivations and engagement influence their purchase intention toward advertised and sponsored products during esports events. The proposed model was tested using structural equation modeling with 436 esports spectators. The results imply that esports engagement has mainly been driven by parasocial interaction between online esports spectators and players. Various motivations were found to act upon the emersion of different esports engagement dimensions, among which a hierarchy of effects existed. Affective and behavioral esports engagement positively influenced advertising sponsorship effectiveness during esports events. Along with providing a definition of esports engagement, this research creates a theoretical linkage between uses and gratifications theory, sports consumption motivations, and esports engagement; and explores how esports engagement leads to the willingness to buy products advertised during esports events and/or products of official esports sponsors. Keywords: esports, motivation, sponsorship, uses and gratifications, parasocial interaction
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Pintér, Róbert. "A gamer bennük van – Az eNET Internetkutató, az Esportmilla és az Esport1 közös magyar videojátékos és e-sport kutatásának főbb eredményei." Információs Társadalom 18, no. 1 (2018): 107. http://dx.doi.org/10.22503/inftars.xviii.2018.1.7.

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A tanulmány az eNET, Esportmilla és Esport1 videojáték és e-sport kutatásának főbb kutatási eredményeit mutatja be. A két kutatás számos témát felölelt, ezek közül a tanulmány először a videojáték kutatás eredményeit ismertetve kitér arra, hogy mennyien játszanak videojátékkal idehaza és ehhez mik a főbb motivációik. Foglalkozik annak vizsgálatával, hogy a nem játszók körében mennyire elterjedtek a videojátékosokkal kapcsolatos negatív sztereotípiák, illetve milyen a szülők viszonya a témához. Ezt követően bemutatja, hogy min és mit játszanak a játékosok, illetve mekkora az e-sport játékkal játszók hazai bázisa. A tanulmány ismerteti az e-sport kutatás eredményeit is, így, hogy mik a főbb játékplatformok, hány órát tesz ki a játékkal töltött idő és az általában vett „screen time”, mi mondható az egyéni fejlődésről és streamek követéséről, valamint, hogy hagyományos értelemben sportolnak-e egyáltalán a gamerek? A tanulmány kísérletet tesz a videojátékokhoz köthető piac magyarországi méretének becslésére is. Végül a befejezésben azt vizsgálja, hogy vajon széleskörű társadalmi elfogadottság előtt áll-e idehaza a videojáték és az e-sport?
 
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 The Gamer Inside Them: the Main Results of Hungarian Esport and Videogames Research by eNET, Esportmilla and Esport1
 
 The study presents the main research results of eNET, Esportmilla and Esport1 video games and esports research. The two research projects covered a few themes, this article first shows the results of the video games research, which demonstrates how much gamers play video games in Hungary and what their main motivations are. It deals with examining how widespread the negative stereotypes are associated with video game players among non-gamers and how parents relate to the topic. It then shows what and how gamers play and how many esports gamers there are. The study also describes the results of esports research, including the main gaming platforms, how much the playing time is and how much the usual "screen time" is, what can be said about individual development and watching of streaming, and whether or not gamers pursue traditional sports. The study also attempts to estimate the size of the video games market in Hungary. Finally, it examines whether video games and esports are about to be widely accepted in Hungary?
 
 Keywords: videogames, esport, research, Hungary
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Salo, Markus. "Career Transitions of eSports Athletes: A Proposal for a Research Framework." International Journal of Gaming and Computer-Mediated Simulations 9, no. 2 (2017): 22–32. http://dx.doi.org/10.4018/ijgcms.2017040102.

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eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a void of knowledge exists regarding eSports athletes' career aspects. To address the gap in research, this paper aims to take an initial step by proposing a framework for eSports athletes' career transitions. The framework combines two approaches from sport psychology and sport literature. The framework can help eSports athletes, coaches, and other stakeholders have and maintain long-lasting and healthy careers.
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Jang, Wooyoung (William), Kevin K. Byon, and Hyunseok Song. "Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content." Sustainability 13, no. 14 (2021): 8019. http://dx.doi.org/10.3390/su13148019.

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This study examined the effect of prior experience with esports gameplay on its antecedents and consequences. Prior experience is considered a significant factor in consumers’ intention and behavior, and in gameplay engagement it is considered the amount of gameplay time. While esports consumers are heterogeneous, only a few esports studies have been conducted. Thus, this study focused on prior esports gameplay experience to explain consumers’ behavior better and examine antecedents, esports gameplay intention, and live esports streaming content across two groups (i.e., high and low frequencies of esports gameplay). Data were collected via an online survey in Amazon Mechanical Turk (M-Turk) from esports consumers who engaged in esports gameplay and live-streaming. One-third of the median cases were excluded to create two groups designated by weekly esports gameplay hours. The results revealed different patterns in the two groups. Specifically, esports gameplay had no effect on engagement in live esports streaming content for consumers who played esport games frequently. However, gameplay intention predicted live esports streaming content engagement successfully in the group who played infrequently. These findings contributed to (1) esports research by demonstrating consumers’ heterogeneity, and the (2) extension of technology acceptance and use research in esports engagement by identifying the role of prior gameplay experience.
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Sulandra, Vidi Yudha, Amru Siola, and Rahmawati Eka. "GORONTALO ESPORTS CENTRE DENGAN PENDEKATAN ARSITEKTUR FUTURISTIK." Venustas 1, no. 2 (2022): 41–47. http://dx.doi.org/10.37195/venustashome.v1i2.185.

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 Gorontalo Esports center adalah bangunan yang mewadahi berbagai kegiatan esport, sentrarekreasi esports dan sarana pelatihan atlet esports baik dalam ruangan tertutup maupun terbuka. Mulaihadirnya tim-tim dan anak muda yang berfokus pada esports yang berada di Gorontalo mengartikanbahwa minat esports cukup besar di kalangan masyarakat. Sehingga dengan adanya Gorontalo esportscenter kedepannya dapat meningkatkan kualitas atlit-atlit esports gorontalo dengan adanya fasilitaspenunjang seperti sarana latihan, arena pertandingan, dan konferensi pers serta sentra rekreasi. Bangunanini juga di desain agar para pecinta esports dapat berkunjung, menonton turnamen dan juga mencobaberbagai jenis game esports secara terbuka. Dengan ciri khasnya yang dinamis dan selalu menyesuaikandengan kondisi kemajuan teknologi sehingga dapat menyesuaikan dengan kebutuhan akan bangunan yangakan dirancang. Arsitektur Futuristik menjadi pilihan untuk menjawab tantangan perancangan GorontaloEsports Center ini dengan transparansi, fleksibilitas perletakan unsur utilitas, dan ekspresi teknologi dapatmemberikan identitas unik pada suatu bangunan.
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Brown, Kenon A., Andrew C. Billings, Breann Murphy, and Luis Puesan. "Intersections of Fandom in the Age of Interactive Media." Communication & Sport 6, no. 4 (2017): 418–35. http://dx.doi.org/10.1177/2167479517727286.

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This study focuses on comparing the uses sought and gratifications obtained when consuming media related to eSports and traditional sports; in doing so, relevant areas of overlap and distinction are ascertained. In all, more than 1,300 American eSports participants were queried as to their interest in both eSports and traditional sports fan/followership. Results revealed that eSports participants sought out media for both eSports and traditional sports for similar motivations, specifically social sport, fanship, and Schwabism. However, it is the magnitude of the motives that truly set eSports fans apart, with participants showing far more dedication and desire to engage with eSport content than in any other realm of the traditional sporting arena.
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Lee, Sangho. "eSports is eSports." International Journal of eSports Studies 1 (June 30, 2023): 36–54. http://dx.doi.org/10.59924/ijess.2023.1.3.

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Harianda, Darmawan, and Pradnya Ayu Galuh Lupiya. "Manajemen Kesehatan Atlet E-Sports." Cermin Dunia Kedokteran 50, no. 8 (2023): 447–50. http://dx.doi.org/10.55175/cdk.v50i8.668.

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Electronics sports (Esports) atau olahraga kompetisi yang fokus pada video games, tumbuh cepat sebagai industri. International Olympic Committee (IOC) telah menyetujui Esports sebagai cabang olahraga pada tanggal 28 Oktober 2017 di Lausanne, Swiss, dan pada tahun 2018 Esports pertama kali dipertandingkan di Asian Games. Esports berisiko cedera, seperti cedera muskuloskeletal, penglihatan, neurologis, metabolik, psikologis, dan ancaman infeksi. Promosi kesehatan dan pencegahan serta penanganan komprehensif atlet Esports serupa dengan penanganan olahraga fisik tradisional lainnya. Panduan kesehatan untuk atlet Esports termasuk rekomendasi khusus mengenai kesehatan dan kebugaran para atlet dapat menghasilkan performa yang optimal dan berprestasi. Electronic Sports (Esports) or competitive sport on video games has rapidly grown as an industry. The IOC has accepted eSport as a sporting activity on 28 October 2017 in Lausanne, Switzerland, and in 2018 Esports has participated for the first time in Asian Games. Esports also has risk to injuries, such as musculoskeletal, vision, neurological, metabolic, psychological injuries, and potential infection. The health promotion and prevention and comprehensive treatment of Esports athletes are similar to that of other traditional physical sports. Health guideline for Esports athletes can lead to optimal performance.
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Dissertations / Theses on the topic "Esports"

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Chang, Zining. "What's the hype about esports? : A qualitative study about esports consumer motivation." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74796.

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Esports som åskådarsport har fått en betydande publik under det senaste decenniet, det lockarnästan en halv miljard människor över hela världen och har även fått stöttning från storakända företag. Anledningen till varför människor tittar på esport är dock fortfarande inte välundersökt. Uses and Gratifications är en metod som fokuserar på åskådare och betraktar demsom aktiva konsumenter. Utifrån Uses and Gratifications teorier är syftet till denna kvalitativastudie att ta reda på vilka faktorer som kan påverka människors motivation att se på esport,samt hur esport definieras av och konsumeras av människor. Tio personer som är intresseradeav esport deltog i semi-strukturerade intervjuer, och resultatet visade att hedonisktillfredsställelse, social tillfredsställelse, funktionell tillfredsställelse och teknologisktillfredsställelse kan alla ha inverkan på konsumtionen av esport. Respondenterna ser esportsom ett bra sätt att passera tid och bli underhållna, de får social tillfredsställelse när deinteragerar med likasinnade personer. I spel kan de dokumentera och visa sina framsteg, ochpresentera och dela information om sig själva i relation till esport. De flesta respondenternaser fram emot esports framtid.<br>Esports as a spectator sport has gained a significant audience during the last decade, attractingalmost half a billion viewers worldwide and input from large well-known companies, but thereason as to why people watch esports is still not well studied. Adopting uses and gratificationapproaches - which is an approach that focuses on the audience and view them as activeconsumers, the aim of this qualitative study is to learn about what factors influence peoples’motive to watch esports, as well as how esports is being defined by people and how it isconsumed. Ten people who are interested in esports participated in semi-structured interviews.The result showed that hedonic gratification, social gratification, utilitarian gratification andtechnology gratification all can have impact on the consumption of esports. The respondentsconsider esports as a good way to pass time and to be entertained. They gain socialsatisfaction when interacting with likeminded people. In games, they are able to documentand show their progress, and to present and share information about themselves in relation toesports. Most of the respondents look forward to the future of esports.
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Frajt, Matěj. "Podnikatelský plán na eSports bar." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-359907.

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The aim of this masters thesis is to demonstrate a business plan tailored for an eSports bar located in Prague, which consists of three sections. Theoretical part introduces the reader basic terminology of entrepreneurship, environment of small and medium enterprises and the structure of a business plan, realization of which is the subject of practical part. Methodical part deals with a primary marketing research. The main purpose of the thesis is to evaluate the feasibility and the viability of the project.
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Pantoja, P. Hugo, and C. José Cristóbal Morales. "Escuela y coaching de eSports." Tesis, Universidad de Chile, 2018. http://repositorio.uchile.cl/handle/2250/168276.

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TESIS PARA OPTAR AL GRADO DE MAGÍSTER EN ADMINISTRACIÓN (MBA)<br>Pantoja P., Hugo, [Parte I], Morales C., José Cristóbal, [Parte II]<br>La modernidad se ha hecho parte esencial de la vida de las personas y en los deportes no han sido la excepción. Por otro lado, la industria de los videojuegos ha tenido un alza sostenida desde hace varios años1, pero no fue hasta que se mezcló con la industria del deporte que tuvo un alza exponencial formando así una nueva industria, los deportes electrónicos o eSports. Tal ha llegado a ser el nivel de crecimiento de esta nueva industria que incluso ha logrado más audiencia que los deportes tradicionales más populares. Se proyecta un crecimiento acelerado para los siguientes años (Ver anexo 2). Chile ha tenido un rol importante dentro de los eSports en el contexto sudamericano, entendiendo que los países líderes son los asiáticos y Estados Unidos, por el mismo motivo, RiotGames, empresa creadora del título League of Legends, principal referente de los eSports a nivel mundial, ha decidido establecer sus oficinas en Chile como centro de operaciones latinoamericano para potenciar aún más la industria. Los videojuegos ya no son vistos como un pasatiempo, por el contrario, jóvenes anhelan convertirse en profesionales de los eSports del mismo modo que en cualquier otro deporte. Professional Gamers pretende cubrir esta necesidad a través de clases y coaching para jugadores que deseen dedicarse a los eSports de manera profesional y aspiren a ganar torneos a través de clases formativas, divididas en tres programas distintos para tres segmentos de jóvenes con distintas ambiciones y niveles de habilidad, entregando una propuesta de valor diferenciada para cada uno de ellos. La visión de Professional Gamers es crecer en prestigio, no solamente como los líderes en coaching, sino como un referente latinoamericano de los eSports. Este proyecto entrega un VAN de M$ 261.472, una TIR de 63,95% y un payback de 4,3 años. La inversión inicial necesaria para partir con una sala de clases el primer año es de M$ 31.250 Se espera a lo largo del primer año ir aumentando las captaciones de alumnos terminando el primer año con 227. En el segundo año se considera la ampliación a una segunda sala lo que requiere una nueva inversión de M$29.550.
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Poulus, Dylan Robert. "Stress and coping in esports." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/225934/1/Dylan_Poulus_Thesis.pdf.

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The purpose of this programme of work was to investigate the psychological factors associated with success in competitive and elite esports athletes. More specifically, this thesis explores the stress and coping process, mental toughness, and the factors that esports athletes perceive make them successful. The methods incorporated cross-sectional, longitudinal, and qualitative approaches to enhance understanding of the psychological determinants of success in esports. With the rapid growth of esports competitions the findings of this PhD programme inform practitioners working with competitive and elite esports athletes and guide future investigations into the psychology of esports
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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 emisió de publicitat televisiva amb contingut esportiu, i quins canvis s'han manifestat en un període de quatre anys (1998-2002).<br/>L'anàlisi s'ha realitzat sobre l'observació i registre d'un total de 24.544 spots, a partir dels quals s'han portat a terme estudis específics dels spots amb contingut esportiu. L'anàlisi s'ha cumplimentat amb la realització d'entrevistes a creatius publicitaris d'alguns spots amb contingut esportiu registrats.<br/>Finalment, s'han pogut detectar diferències significatives entre els anys 1998 i 2002, respecte a: la intensitat i freqüència d'emissió de spots amb contingut esportiu per cadenes televisives (TVE1, Antena 3 TV, TV3, La 2, Tele 5, Canal 33/K3), les característiques generals de l'emissió de spots amb contingut esportiu per tipus de mostres (per Franges horàries, per Programes esportius, i per Esdeveniments esportius especials), les característiques específiques dels spots amb contingut esportiu (esportista, esport, espai esportiu) i els valors de l'esport que s'emeteixen, amb relació al tipus de producte o servei anunciat.<br/>Entre les conclusions, cal destacar que: caldrà ampliar el coneixement sobre l'esport a la publicitat televisiva i als medis de comunicació en general, degut a la mancança científica que hi ha en aquest camp; els grans esdeveniments esportius es reflexen als spots, però hi predomina el futbol practicat amb finalitat recreativa; el valor esportiu més utilitzat en els spots es la superació; es tendeix a utilitzar cada cop més l'esport en els spots.<br>ANÁLISIS COMPARADO DEL USO DEL DEPORTE EN LA PUBLICIDAD TELEVISIVA EN ESPAÑA<br/><br/>A finales del siglo XX y principios del siglo XXI se ha observado un incremento del hábito deportivo de los españoles, que se ve reflejado en los medios de comunicación en general, especialmente en un aumento del espacio dedicado al deporte en televisión, así como la utilización de contenido deportivo en la publicidad televisiva, entendida como una estrategia de comunicación dentro del proceso de marketing empresarial e institucional.<br/><br/>En la presente investigación se pretende descubrir cómo se utiliza el deporte en la creación y emisión de publicidad televisiva con contenido deportivo, y qué cambios se han manifestado en un período de cuatro años (1998-2002).<br/><br/>El análisis se ha realizado sobre la observación y registro de un total de 24.544 spots, a partir de los cuales se han llevado a cabo estudios específicos de los spots con contenido deportivo. El análisis se ha cumplimentado con la realización de entrevistas a creativos publicitarios de algunos spots con contenido deportivo registrados.<br/><br/>Finalmente, se han podido detectar diferencias significativas entre los años 1998 y 2002, respecto a: la intensidad y frecuencia de emisión de spots con contenido deportivo por cadenas televisivas (TVE1, Antena 3 TV, TV3, La 2, Tele 5, Canal 33/K3), las características generales de la emisión de spots con contenido deportivo por tipos de muestras (por Franjas horarias, por Programas deportivos, y por Eventos deportivos especiales), las características específicas de los spots con contenido deportivo (deportista, deporte, espacio deportivo) y los valores del deporte que se emiten, con relación al tipo de producto o servicio anunciado.<br/><br/>Entre las conclusiones, destacamos que: se deberá ampliar el conocimiento sobre el deporte en la publicidad televisiva y en los medios de comunicación en general, debido al vacío científico que hay en este campo; los grandes eventos deportivos se reflejan en los spots, pero predomina el fútbol practicado con finalidad recreativa; el valor deportivo más utilizado en los spots es la superación; se tiende a utilizar cada vez más el deporte en los spots.<br>COMPARATIVE ANALYSIS OF THE USE OF SPORT IN TELEVISED PUBLICITY IN SPAIN<br/><br/>Towards the end of the 20th century and the beginning of the 21st, an increase in sport habits in Spaniards has been observed. This is reflected in the media in general, although especially in the increase in time dedicated to sport in television and in the use of sport content in televised publicity, which is understood to be a strategy of communication within the process of entrepreneurial and institutional marketing.<br/><br/>This research sought to find out how the advertising creators and media planners use sport in the creation and emission of televised publicity with athletic content and what changes have taken place over a period of four years (1998-2002).<br/><br/>This analysis has included the observation and registration of 24,544 spots, with specific studies carried out on the sports with athletic content. The analysis was executed by interviewing advertising creators of some spots with registered athletic content.<br/><br/>Finally, significant differences were detected between the years 1998 and 2002 with respect to: the intensity of emission of sports with athletic content by televised networks (TVE1, A3 TV, TV3, TVE2, Tele 5, Canal 33/K3), general characteristics of the emission of spots with athletic content for type of sample (for less-viewed time slots, for sport programs, and for special sporting events), specific characteristics of the sports with athletic content (athlete, sports, sport environment) and sport values that are emitted, with relation to the type of product or service advertised.<br/><br/>Among the conclusions found is that knowledge of sport in televised publicity needs to be increased and in the media in general, due to the scientific void in this area; the large athletic events are reflected in the spots, although football dominates in recreational practice; the most utilized athletic value is success; sport tends to be used more and more frequently in spots.
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Danieli, Franco Mariglia, and Silvera Isabel Franchesca Dueñas. "Plan de negocio : GGaming eSports Center." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2016. http://tesis.pucp.edu.pe/repositorio/handle/123456789/9376.

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El plan de negocio consiste en la puesta en marcha de un eSports Center, que en nuestro idioma podría traducirse como un centro especializado en deportes electrónicos. Este centro de entretenimiento está enfocado únicamente en los videojuegos en línea y en estimular la competencia, trabajo en equipo y habilidades blandas de los jugadores que asistan. Este eSports Center GGaming, está constituido por un equipo profesional formado principalmente por dos socias y está enfocado en brindar una experiencia de juego única al consumidor mediante la comodidad física que este necesita en su espacio de juego al mismo tiempo que se estimulan las relaciones sociales entre jugadores a través de eventos y competencias que serán organizados periódicamente. El público objetivo al que va enfocado GGaming son los jugadores de niveles socioeconómicos A y B entre 15 y 34 años de edad que lleven un estilo de vida gamer1. Para la obtención de estos datos se desarrollaron múltiples estudios a lo largo del proyecto que serán detallados en los próximos capítulos. Se llevó a cabo un mix de estudios cualitativo y cuantitativo, que comenzó con un estudio base de la población que vive en los distritos pertenecientes a la Zona 6 de Lima metropolitana para determinar la proporcionalidad de gamers con respecto de la población en general. Este estudio determinó que el 18.5% de los encuestados eran gamers, pero solamente el 12.75% pertenecían al público objetivo mencionado en líneas anteriores. En torno a este estudio se desarrolló la propuesta de valor de GGaming que fue validada con un segundo estudio de campo enfocado solo en el público objetivo. A partir de ello y de una evaluación económica GGaming se identifica como una propuesta atractiva debido a su rentabilidad en el horizonte de evaluación propuesto de 4 años. Para la puesta en marcha del negocio se necesita una inversión inicial de S/. 729,505 que será financiada en un 14% con un préstamo bancario y el resto con aporte de capital de los dos socios de forma equitativa. Como resultado de la evaluación, se determinó una tasa interna de retorno de 36%, un valor presente neto de S/. 133,980 y un periodo de recuperación de 3 años. Todo esto, refuerza que la idea de negocio es atractiva para cualquier inversionista que desee incursionar en el ámbito de los eSports en nuestro país.<br>Trabajo de suficiencia profesional
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Liljeqvist, Erik, Ludvig Kallin, and Mikael Cambrand. "Finding Triggers for Innovation Within eSports." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-24505.

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Since the creation of the internet there has been a development towards a globalized community of people. With the potential for connectivity between people all over the world subcultures are inevitably created. One such subculture is eSports. Over the past decade eSports has seen a steady increase in popularity. Recently, partly as a result of the streaming revolution, this increase has intensified and traditional media look to the internet for inspiration and help on what to do to evolve their business into the future. This paper looks to combine data from interviews conducted with people active and working in the eSports industry with theories and research in innovation, creativity, intelligence gathering and trendspotting with the goal of finding answers to What triggers innovation within the eSports industry? as well as provide suggestions for further research. The researchers suggest that eSports is a novel and unique area with high potential for new scientific developments within innovation and creativity as well as a varied field of other sciences. Culture and Open Innovation are, amongst others, suggested to be important factors for enabling change in the eSports industry.
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Chen, Xin Ming. "Collective well-being in oceanic esports." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/225972/1/Xin%20Ming_Chen_Thesis.pdf.

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Despite the focus on well-being in transformative service research, limited research examines the well-being of actors beyond consumers and service entities. This study examines collective well-being using in-depth semi-structured interviews with four crucial roles (i.e., players, tournament/league organisers, team owners/managers, and casters) in the Oceanic Dota 2 esports scene. The findings show that there is a relationship and between individual and collective well-being. Ultimately this suggest that the enhancement and destruction of actors’ well-being is linked with the viability of the ecosystem within which the actors are situated.
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Arumí, Prat Joan. "Cooperar per competir: Narratives d'un entrenador de bàsquet infantil." Doctoral thesis, Universitat de Vic, 2014. http://hdl.handle.net/10803/132912.

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En la primera part de la tesi l’autor s’identifica amb un model d'entrenador que té en consideració la comunicació dels seus esportistes i que, com a conseqüència, utilitza estratègies d’aprenentatge cooperatiu. Sota l'enfocament constructivista en educació i la perspectiva sociocultural l’autor va construint un perfil d'entrenador que veu a l'esportista com un agent actiu i entén la cooperació com un procés de comunicació. En la segona part, el disseny i desenvolupament de la recerca, es contextualitza la recerca, s'exposa la metodologia i els instruments utilitzats per l'obtenció de la informació. Les dades bàsiques s’obtenen a partir dels diàlegs que es produeixen a dins del vestidor d’un equip de bàsquet infantil. Analitzades les dades es justifica la utilització de la narrativa com la forma més adient per representar-les. Finalment es narra l'experiència des de l'etnografia. L’autor utilitza l'escriptura com un mètode de recerca per mostrar la relació entre cooperació i competició i trencar amb dicotomies establertes com la d’entrenador cooperatiu / entrenador tradicional o cooperació / competició.<br>In the first part of the thesis, the author identifies himself as a trainer who takes into consideration the communication among his players and, as a consequence, uses strategies from cooperative learning. Under the constructivist approach in education and the sociocultural perspective, the author built a coach’s profile which sees the athletes as an active agent and understands the cooperation as a communication process. In the second part, it is introduced the design and development of the research. The research is set in a context by exposing the methodology and the tools used for gathering information. The row data is recorded and recollected from the team’s dialogues inside the changing room. After the analysis of the data, the use of the narrative is justified as the most adequate way to represent it. Finally, the information is ethnographically narrated. The author uses the writing as a research method that shows the relationship between cooperation and competition and also breaks up previous dichotomies established such as cooperative coach / traditional coach or cooperation / competition.
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Arumí, i. Prat Ignasi. "The influence of sport and physical activity involvement on health related behaviours during the transition from late adolescence to early adulthood." Doctoral thesis, Universitat de Vic, 2015. http://hdl.handle.net/10803/301433.

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Introducció: Els estudis indiquen que un percentatge molt elevat dels adolescents que viuen en països industrialitzats no assoleixen els mínims recomanats d’activitat física (AF) (Hallal et al., 2012). La pràctica esportiva no sempre és eficaç alhora de promoure altres estils de vida (Lisha & Sussman, 2010). Objectius: (i) Estudiar els nivells d’AF i pràctica esportiva entre els adolescents d’Osona. (ii) Trobar associacions entre nivells d’AF i altres estils de vida. Metodologia: Els adolescents nascuts l’any 1995 a Osona varen ser omplir un qüestionari el 2011 (n=695), el 2012 (n=668), el 2013 (n=411) i el 2014 (n=180). Resultats: (i) Els nivells d’AF durant el temps de lleure disminueixen en el pas de l’adolescència a l’edat adulta; (ii) associacions positives entre el consum d’alcohol i tabac i la pràctica esportiva entre els nois; i (iii) els adolescents d’Osona es passen > 700’ al dia asseguts. Discussió: És bàsic promoure la pràctica esportiva durant l’adolescència, però també la importància dels clubs esportius alhora de promoure l’adquisició d’estils de vida saludables.<br>Introduction: Global studies reveal that a high percentage of adolescents are physically inactive (Hallal et al., 2012). Sports participation in adolescence is not always better at promoting healthy lifestyles than regular physical activity (PA). Aims: To observe the tracking of sport participation and PA among a group of adolescents from high school to university and to observe how this affects their lifestyle behaviours. Methods: Adolescents born in 1995 from Osona completed a questionnaire in 2011 (n=695), 2012 (n=668), 2013 (n=411) and 2014 (n=180). Results: Levels of PA at leisure time drastically reduced from late adolescence to early adulthood. The higher prevalence of alcohol consumption was in team sport players compared to other groups. Adolescents spend >700’ a day in a sitting position during weekdays. Discussion: Sport clubs (including coaches, venue and management team) have to put more effort to avoid the acquisition and maintenance of unhealthy habits (alcohol and tobacco consumption) among their athletes.
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Books on the topic "Esports"

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Marshall, Patrick. Esports Boom. CQ Press, 2019. http://dx.doi.org/10.4135/cqresrre20190104.

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Lee Hoffman, Jennifer, Regena Pauketat, and Kelsey A. Varzeas. Understanding Collegiate Esports. Routledge, 2022. http://dx.doi.org/10.4324/9781003271772.

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Scholz, Tobias M. eSports is Business. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11199-1.

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Migliore, Lindsey, Caitlin McGee, and Melita N. Moore, eds. Handbook of Esports Medicine. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73610-1.

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Torres-Toukoumidis, Angel. Esports and the Media. Routledge, 2022. http://dx.doi.org/10.4324/9781003273691.

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Tjønndal, Anne. Social Issues in Esports. Routledge, 2022. http://dx.doi.org/10.4324/9781003258650.

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Higgins, M. G. Esports. Saddleback Educational Publishing, Incorporated, 2020.

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Higgins, M. G. Esports. Saddleback Educational Publishing, Incorporated, 2019.

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G, Higgins M. Esports. Saddleback Educational Publishing, Incorporated, 2019.

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Nava, Jan. Esports Manager: Guida Introduttiva Al Manager Esport. Independently Published, 2022.

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Book chapters on the topic "Esports"

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Mahlangu, Nosiphiwo, and Rosa Naudé-Potgieter. "The Growing Popularity of eSports Events: Insights from Parents." In Information and Communication Technologies in Tourism 2024. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-58839-6_23.

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AbstractThe article discusses the growing popularity of eSports events and aims to understand the parents’ perspective towards eSports and eSports events. As the growth of eSport events presents an opportunity of the tourism industry. The study used a qualitative approach utilising a semi-structured interview. The discussion of this semi-structured interviews forms part of a greater research study on eSports in South Africa, and these results are just preliminary results from an eSport event held high school in May 2023. The study found that parents have a positive perspective towards eSports events and are supportive of their children participating in them. The study also found that eSports events are relatively new and that there is a lack of research on parents’ perspective of eSports tournaments. The study recommends further research to understand the motivations of participants and spectators to attend on-site eSports events, the expenses of children participating in eSports, and the benefits of eSports as an event. The article also defines eSports and the different types of eSports games, and discusses the adoption of eSports as a sport. The study provides valuable insights into the growing popularity of eSports events and the need for further research in this area.
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de Freitas, Rebecca. "Gen Z and Esports: Digitizing the Live Event Brand." In Information and Communication Technologies in Tourism 2021. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65785-7_16.

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AbstractAs digitization converges with globalization, industries across the world establish new standards, platforms and audience engagement methods to delight consumers adjusting to CV19’s virtual space. Within the Tourism and Hospitality industry, gamification provides the events and meetings sector an opportunity to implement hybrid events at a level unseen before. Esports is the newest standard of gamification for hybrid, both live and virtual, events. However, within this new standard, there is a large knowledge gap among event organizers of how to execute an esport experience and why esports dominance is necessary to incorporate into hospitality and tourism models. Through understanding esports’ majority consumer, Gen Z, and accurately reflecting esports culture, event organizers will assist the tourism economy through prosperous esport events.
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Connock, Alex. "Esports." In Media Management and Artificial Intelligence. Routledge, 2022. http://dx.doi.org/10.4324/9781003213611-21.

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Foster, George, Norm O’Reilly, and Antonio Dávila. "Esports." In Sports Business Management. Routledge, 2020. http://dx.doi.org/10.4324/9780429340536-10.

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Hurley, Olivia A. "Esports." In Sport Cyberpsychology, 2nd ed. Routledge, 2024. http://dx.doi.org/10.4324/9781003366164-10.

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Hums, Mary A., Yannick Kluch, Samuel H. Schmidt, and Joanne C. MacLean. "Esports." In Governance and Policy in Sport Organizations, 5th ed. Routledge, 2023. http://dx.doi.org/10.4324/9781003303183-15.

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Zhouxiang, Lu. "Esports." In The Routledge Companion to Video Game Studies, 2nd ed. Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-44.

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Ruotsalainen, Maria, Maria Törhönen, and Veli-Matti Karhulahti. "Introduction." In Modes of Esports Engagement in Overwatch. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-82767-0_1.

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AbstractA decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As we write this introduction in 2021, that is no longer true. Today, more than a thousand studies have been published on esports, including several books and special issues. Moreover, the work is no longer conducted purely in the “game studies” related fields, but across numerous domains from medical and health sciences to economics and sports. Esportsis no longer a novel phenomenon, not even for researchers. As both the industry and academia of esports progress—with hundreds of digital (and some analog) game titles being played as “esports”—it is more and more difficult to address “esports” in general. As the need for more specific case studies keeps increasing, this book on Overwatch responds to that need.
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Hayday, Emily, Holly Collison-Randall, and Sarah Kelly. "Esports evolution." In Esports Insights. Routledge, 2022. http://dx.doi.org/10.4324/9781003213598-5.

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Hayday, Emily, Holly Collison-Randall, and Sarah Kelly. "Esports fundamentals." In Esports Insights. Routledge, 2022. http://dx.doi.org/10.4324/9781003213598-1.

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Conference papers on the topic "Esports"

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Hong, Hee Jung, and Seung Han Hong. "Esports Players’ Transition out of Esports: Is There Life After Esports?" In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2023. http://dx.doi.org/10.24251/hicss.2023.475.

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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, including decision making, problem solving, making a game plan, developing strategy and communication. To achieve this, we propose a conceptual framework to assess effectiveness of esports in teaching critical thinking using an adapted digital game-based learning framework and the learning goals of critical thinking. We support the framework with an esport case example of Rocket League with a lesson plan.
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Kauweloa, Nyle, and Jenifer Winter. "Taking College Esports Seriously." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2019. http://dx.doi.org/10.24251/hicss.2019.295.

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Freeman, Guo, and Donghee Yvette Wohn. "Social Support in eSports." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. ACM, 2017. http://dx.doi.org/10.1145/3116595.3116635.

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Hwang, Yongjin, and Armen Shaomian. "Music Branding in Esports." In MEIEA Summit 2023. Music and Entertainment Industry Educators Association, 2023. http://dx.doi.org/10.25101/23.22.

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Yu, Wen Bo, Nicole A. Beres, Raquel Breejon Robinson, Madison Klarkowski, and Pejman Mirza-Babaei. "Exploring Esports Spectator Motivations." In CHI '22: CHI Conference on Human Factors in Computing Systems. ACM, 2022. http://dx.doi.org/10.1145/3491101.3519652.

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Turkay, Selen, Jessica Formosa, Robert Cuthbert, Sonam Adinolf, and Ross Andrew Brown. "Virtual Reality Esports - Understanding Competitive Players’ Perceptions of Location Based VR Esports." In CHI '21: CHI Conference on Human Factors in Computing Systems. ACM, 2021. http://dx.doi.org/10.1145/3411764.3445073.

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Costa, Rafael Soares Mariano, and Tatiana de Olveira Emery Baptista. "Jogando como uma garota: uma revisão bibliográfica sobre atravessamentos de gênero nos eSports." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19760.

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O objetivo deste artigo é investigar como as relações de gênero se manifestam no processo de profissionalização das competições de jogos digitais. Os eSports possuem similaridades com os esportes tradicionais que abrem caminho para a sua legitimação enquanto modalidade esportiva e, partindo da possibilidade de convergência e aproximação entre essas modalidades, se torna possível observar semelhanças e diferenças na trajetória da inserção feminina nesses dois espaços. A partir da metodologia de revisão bibliográfica, este artigo se apresenta como um possível diálogo entre os processos históricos presentes na generificação esportiva, em suas modalidades tradicionais e digitais.
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Śliwa, Piotr, and Grzegorz Krzos. "The Model of eSports Ecosystems." In Hradec Economic Days 2020, edited by Petra Maresova, Pavel Jedlicka, Krzysztof Firlej, and Ivan Soukal. University of Hradec Kralove, 2020. http://dx.doi.org/10.36689/uhk/hed/2020-01-080.

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Adinolf, Sonam, and Selen Turkay. "Toxic Behaviors in Esports Games." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. ACM, 2018. http://dx.doi.org/10.1145/3270316.3271545.

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Reports on the topic "Esports"

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Ribeiro, Paulo, Huáscar Eguino, and Maria Elena Eichler Vercillo. Copa 2014: Sustentabilidade e legado: Seminário International. Inter-American Development Bank, 2012. http://dx.doi.org/10.18235/0007891.

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Este publicação contempla uma amostra dos primeiros estudos resultantes da Cooperação Técnica entre o Ministério do Esporte e o Banco Interamericano de Desenvolvimento. Intitulada "Grandes Eventos Esportivos e Planejamento de Desenvolvimento Urbano: Intercâmbio de Melhores Práticas". Os estudos, na forma de documentos de discussão, foram elaborados e apresentados por ocasião do Seminário Internacional "Copa 2014: Sustentabilidade e Legado", ocorrido na cidade de Manaus, no Estado do Amazonas, nos dias 28 e 29 de setembro de 2011.
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Pérez Moncada, U. A., M. M. Ramírez Gómez, D. P. Serralde Ordoñez., and A. M. Peñaranda Rolon. Micorrización in vitro de Glomus sp. (GEV02) (=Rhizoglomus proliferum) en plantas micropropagadas de mora de castilla (Rubus glaucus L). Corporación Colombiana de Investigación Agropecuaria - AGROSAVIA, 2016. http://dx.doi.org/10.21930/agrosavia.poster.2016.39.

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Los Hongos Formadores de Micorrizas Arbusculares (HFMA) son hongos que se asocian al 80 % de las plantas terrestres incluyendo muchas de sistemas agrícolas. Estos hongos son simbiontes obligados y siempre necesitan de la raíz de una planta para poder propagarse y completar su ciclo de vida. En este estudio se adaptó un sistema de cultivo autotrófico con plantas de mora (Rubus glaucus L) en donde se inocularon esporas y fragmentos de raíces colonizados por R. proliferum bajo condiciones in vitro con el fin de evaluar su viabilidad bajo estas condiciones
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Cristoforetti, María Fernanda, ed. The role of vaccines in diabetes. Lugones Editorial, 2024. http://dx.doi.org/10.47196/0581.

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For people with diabetes, vaccines are highly valuable preventive tools against infections. The importance of spreading the value of immunization. Interview with Dr. Amadeo Esposto (M.N. 13891), Infectious Diseases Doctor, senior specialist in Internal Medicine, former head of the Infectious Diseases Service, San Martín de La Plata General Hospital.
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Cristoforetti, María Fernanda, ed. El rol de las vacunas en la diabetes. Lugones Editorial, 2024. http://dx.doi.org/10.47196/0580.

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Para las personas con diabetes, las vacunas son herramientas preventivas de gran valor ante las infecciones. La importancia de difundir el valor de la inmunización. Entrevista con el Dr. Amadeo Esposto (M.N. 13891), Médico Infectólogo, especialista jerarquizado en Medicina Interna, exjefe del Servicio de Infectología, Hospital General San Martín de La Plata.
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Beltrán, C., S. Benítez, and L. Sánchez. Potencial biocontrolador de aislamientos de Trichoderma spp., Clonostachys spp., y Bacillus amyloliquefaciens contra Moniliophthora roreri bajo condiciones in vitro. Corporación Colombiana de Investigación Agropecuaria - AGROSAVIA, 2016. http://dx.doi.org/10.21930/agrosavia.poster.2016.15.

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Moniliophthora roreri es el agente causal de la moniliasis (frosty pod) del cacao (Theobroma cacao L.), limitante y exclusivo del fruto, que causa necrosis en cualquier estado de desarrollo. Genera pérdidas entre el 40 % y 100 % de la producción en Colombia. Las esporas abundantes y el micelio son el propágulo infectivo. Actualmente no hay un manejo eficiente de la enfermedad, llevando a la búsqueda de métodos alternativos como la selección y el uso de microorganismos antagonistas, con alta capacidad de control del patógeno. Con base en lo anterior, el presente estudio buscó determinar el potencial biocontrolador de seis accesiones nativas de Trichoderma spp., dos de Clonostachys spp. y Bacillus amyloliquefaciens (Bs006) (Tabla 1) sobre M. roreri in vitro.
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Ribeiro, Paulo, Maria Helena Vercillo, and Huáscar Eguino. Grandes eventos esportivos e planejamento de desenvolvimiento urbano: documentos de refêrencia e discussão. Inter-American Development Bank, 2013. http://dx.doi.org/10.18235/0007886.

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Esta publicação compreende um conjunto de estudos desenvolvidos como parte da Cooperação Técnica entre o Ministério do Esporte do Brasil e o BID intitulada "Grandes Eventos Esportivos e Planejamento de Desenvolvimento Urbano: Intercâmbio de Melhores Práticas" (BR-T1159). Os estudos contemplam uma análise sobre os benefícios que cidades e países ao redor do mundo auferiram com a realização de grandes eventos esportivos sob a ótica do planejamento urbano, e como as cidades-sede brasileiras podem, a partir dessas experiências, potencializar as iniciativas de preparação hora em andamento, de forma a garantir um legado duradouro para a população. Entre outras conclusões, os estudos reforçam a necessidade de alinhar os projetos de preparação das cidades-sede com os instrumentos de planejamento urbano de longo prazo, e utilizar os grandes eventos para alavancar recursos que permitam executar parte das iniciativas consideradas estratégicas no marco do desenvolvimento urbano.
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De l’obscurité au ciel bleu : Écouter la quête des peuples autochtones, des communautés locales et des peuples afro-descendants partager pour un meilleur futur. Rights and Resources Initiative, 2022. http://dx.doi.org/10.53892/nszw9320.

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Au cours de l’année 2022, cent dirigeants de réseaux de base dans 22 pays – hommes, femmes et jeunes issus des peuples autochtones, des communautés locales et des populations afro-descendantes – ont été interrogés sur leurs espoirs, leurs rêves et leurs craintes pour l’avenir.
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