eSports Is Business 2019
DOI: 10.1007/978-3-030-11199-1_3
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Stakeholders in the eSports Industry

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Cited by 2 publications
(2 citation statements)
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“…Why attract skilled players if we do not have the facilities to foster that talent. There needs to be systemic infrastructure that will last for a long time supported by a sustainable business model (Scholz & Kordyaka, 2019). The academic lifespan of a student is rather short, they study to complete their degree or diploma and then graduate.…”
Section: Administrationmentioning
confidence: 99%
“…Why attract skilled players if we do not have the facilities to foster that talent. There needs to be systemic infrastructure that will last for a long time supported by a sustainable business model (Scholz & Kordyaka, 2019). The academic lifespan of a student is rather short, they study to complete their degree or diploma and then graduate.…”
Section: Administrationmentioning
confidence: 99%
“…A bi-product born out of the digital age, the growth of esports into the worldwide phenomenon it has become would not have been possible without the advent of the Internet (Scholz, 2019). The dawn of the information age not only brought about disruptions in television, broadcasting and content distribution, but changed the very nature of media consumption by providing audiences with an endless supply of entertainment delivered with a convenience that had not been possible before (Uricchio, 2009).…”
Section: Introductionmentioning
confidence: 99%