2021
DOI: 10.3390/su131910890
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Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results

Abstract: 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, cont… Show more

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Cited by 13 publications
(4 citation statements)
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“…The fact that esports broadcasts are free on the internet makes it possible for the audience to increase and the audience to follow esports broadcasts in different countries and times (Saiz-Alvarez et al, 2021). Esports broadcasts can be followed by consumers using their phones, tablets or computers and internet connection.…”
Section: Image 1 Esports Audience Growthmentioning
confidence: 99%
“…The fact that esports broadcasts are free on the internet makes it possible for the audience to increase and the audience to follow esports broadcasts in different countries and times (Saiz-Alvarez et al, 2021). Esports broadcasts can be followed by consumers using their phones, tablets or computers and internet connection.…”
Section: Image 1 Esports Audience Growthmentioning
confidence: 99%
“…This is consistent with the statement that Esports encourages competitive computer game training as a tool to train "high-speed strategic decision-making" in Esports. Saiz-Alvarez et al, (2021) Defining Esports agility activities carried out both individually and in groups that compete with each other, both physical and non-physical activities using electronic tools in the virtual game scope. Esports is equated with other types of mental and mind sports such as chess and bridge, requires certain techniques and strategies, is commoditative, and requires proficiency in playing it (Paramitha, Hasan, Ilsya, Anggraeni, & Ramadhan, 2021).…”
Section: Have An Element Of Trainingmentioning
confidence: 99%
“…During the 1990s, with the development of the internet and further multiplayer capabilities, video games experienced significant growth, making it possible not only to connect but to compete with external players [15]. Further multiplayer tournaments began proliferating, as well as the tournament organizations across the globe (i.e., Cyberathlete Professional League (CPL) and the AMD Professional Gamers League (PGL) in the USA, the Deutsche Clanliga (DeCL) in Germany, among many others in different countries and over the years) [16].…”
Section: Gaming Industrymentioning
confidence: 99%