2023
DOI: 10.1123/jege.2022-0010
|View full text |Cite
|
Sign up to set email alerts
|

Introduction to the Journal of Electronic Gaming and Esports

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
13
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
5

Relationship

0
5

Authors

Journals

citations
Cited by 7 publications
(13 citation statements)
references
References 15 publications
0
13
0
Order By: Relevance
“…Lastly, skills and knowledge such as competitive rivalry, staged performance, institutionalized practice behind event organization can be fostered through playing video games (Taylor, 2012), as well as from following and monitoring esports competitions. The skill of event management is also transferable to different industries in that the ability to plan, bid, budget, and evaluate are generalizable in marketing events in other fields (Hedlund et al, 2020).…”
Section: Rubric Of Competenciesmentioning
confidence: 99%
“…Lastly, skills and knowledge such as competitive rivalry, staged performance, institutionalized practice behind event organization can be fostered through playing video games (Taylor, 2012), as well as from following and monitoring esports competitions. The skill of event management is also transferable to different industries in that the ability to plan, bid, budget, and evaluate are generalizable in marketing events in other fields (Hedlund et al, 2020).…”
Section: Rubric Of Competenciesmentioning
confidence: 99%
“…In the case of esports, individuals have different roles based on the space and context in which they are involved (Hedlund et al, 2020). Esports fans create and relate to different gaming communities through common values and symbolic expressions or artifacts associated with the sub-field (Seo, 2016).…”
Section: Brand Identity and Behavioral Intentionsmentioning
confidence: 99%
“…Esports, or electronic sports, is the concept used to define structured and competitive video game playing (Hedlund et al, 2020). It is characterized by experts as a modern digital phenomenon that embraces a large ecosystem of stakeholders such as sponsors, teams and their fans (Macey et al, 2022).…”
Section: Introductionmentioning
confidence: 99%
See 2 more Smart Citations