2018
DOI: 10.13189/ujer.2018.060615
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What Is Being Played in the World? Mobile eSport Applications

Abstract: In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the present study. A data collection form was developed by the researcher of the study in order to collect the data in the study. This form included the number of the count… Show more

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Cited by 6 publications
(4 citation statements)
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“…Furthermore, the overall development of smartphones has made an interactive market trend in playing online games in a new model, mobile esports. One of the most prominent applications in Google Playstore or Apple App store is the esports application (Atalay & Topuz, 2018). Esports research in informatics ranges from data mining, human-computer interactions, and information systems, including users' motivation to watch and participate in esports competitions (Chiu et al, 2021).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Furthermore, the overall development of smartphones has made an interactive market trend in playing online games in a new model, mobile esports. One of the most prominent applications in Google Playstore or Apple App store is the esports application (Atalay & Topuz, 2018). Esports research in informatics ranges from data mining, human-computer interactions, and information systems, including users' motivation to watch and participate in esports competitions (Chiu et al, 2021).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Por último, aparecen estudios que abordan la implementación tecnológica en el mundo de los esports (N. Taylor & Elam, 2018;Witkowski, 2012) como la inteligencia artificial o el big data y cómo esto ha producido mejoras en dicho ámbito (Yongming, Wang, & Haohao, 2018), además de otras tecnologías que irrumpirán pronto en los deportes electrónicos, como la realidad virtual (Finch & Yang, 2016;Y. H. Kim & Bang, 2018) o los juegos móviles (Atalay & Topuz, 2018) y que modificarán la forma en que estos se entienden. En un estudio comparativo entre las influencias del marketing en jugadores de esports en Corea y España, Fanjul-Peyro, González-Onate, y Peña-Hernández (2019) señalan que la publicidad prevalente en ellos reside en la unión de la marca a productos utilizados por jugadores profesionales de deportes electrónicos.…”
Section: Eje Fenómeno Socialunclassified
“…Therefore, without a precise definition of the research subjects, there will be certain obstacles to the generalization and application of the conclusions of these studies. (3) The existence of multiple alternative and related concepts without a uniform definition and use standard [ [11] , [12] , [13] , [14] , [15] ] will result in the misuse of these concepts, and misunderstandings of the conclusions of the related research. Therefore, clarifying the concept of esports and the relationship between esports and its related concepts is an important basis for future research, and it is also a necessary part of improving public awareness of esports and promoting the development of the esports industry.…”
Section: Introductionmentioning
confidence: 99%