Showing 21 - 40 results of 49 for search '"electronic sports"', query time: 0.54s Refine Results
  1. 21

    UMPSA hosts the MLBB: ROCT 2023 Grand Championship, boosting the e-sports scene among university students by Nur Ainaa Adhreena, Muhamad Shukri

    Published 2023
    “…PEKAN, 22 November 2023 - Universiti Malaysia Pahang Al-Sultan Abdullah (UMPSA), for the first time, played host to the finals of the electronic sports (e-sports) championship, Mobile Legends Bang Bang: Rise of Champions Tournament 2023 (MLBB: ROCT 2023), at the Higher Education Institution (HEI) level.…”
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  2. 22

    Chinese eSports Industry’s Boom and Recession: Evidence From Bubble Detection Framework by Xin Li, Zheng Li, Meng Qin, Weike Zhang, Chi-Wei Su

    Published 2024-02-01
    “…Utilizing the data of the Chinese Electronic Sports Thematic Index (CESI), the empirical outcomes show that the Chinese eSports industry may deviate from its market value and that the industry witnesses bubble behaviors. …”
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    Article
  3. 23

    The Association Between Personality Traits and eSports Performance by Piotr Matuszewski, Paweł Dobrowolski, Bogdan Zawadzki

    Published 2020-07-01
    “…This study focuses on the relationship between personality traits, derived from the Big Five model, and performance in the competitive electronic sports (eSports) video game League of Legends (LoL). …”
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    Article
  4. 24

    Do We Need Permission to Play in Public? The Design of Participation for Social Play Video Games at Play Parties and ‘Alternative’ Games Festivals by Lynn H. C. Love

    Published 2018-06-01
    “…Online streaming, multiplayer games and built-in spectator modes within games underpin online communal play experiences, whilst ‘alternative’ games festivals, play parties and electronic sports, provide real world spaces for people to meet, play and exchange knowledge relating to both playing and making video games. …”
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    Article
  5. 25

    Engagement and consumption behavior of eSports gamers by Amir Zaib Abbasi, Muhammad Asif, Amjad Shamim, Ding Hooi Ting, Raouf Ahmad Rather

    Published 2023-08-01
    “…Purpose – The purpose of this study is to present a conceptual model where consumer electronic sports (eSports) engagement (CeSE) acts a predictor for gamers’ online engagement in eSports-related products/firm either through direct contribution (purchase intention) or indirect contribution (co-production, community engagement, word-of-mouth and recruitment). …”
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    Article
  6. 26

    Multi-Objective Multi-Instance Learning: A New Approach to Machine Learning for eSports by Kokten Ulas Birant, Derya Birant

    Published 2022-12-01
    “…The aim of this study is to develop a new approach to be able to correctly predict the outcome of electronic sports (eSports) matches using machine learning methods. …”
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    Article
  7. 27

    Designing an eSports intervention for middle-aged and older adults in Hong Kong: Social marketing approach by Ka-Man Leung, William Chu

    Published 2023-01-01
    “…This study examined the perceptions and experiences of middle-aged and older adult participants in electronic sports (eSports) in Hong Kong (HK), China, by using the social marketing (SM) approach. …”
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    Article
  8. 28

    eSports Evolution in Football Game Series by Zagała Kacper, Strzelecki Artur

    Published 2019-09-01
    “…This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. …”
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    Article
  9. 29

    Designing an eSports intervention for middle-aged and older adults in Hong Kong: Social marketing approach. by Ka-Man Leung, William Chu

    Published 2023-01-01
    “…This study examined the perceptions and experiences of middle-aged and older adult participants in electronic sports (eSports) in Hong Kong (HK), China, by using the social marketing (SM) approach. …”
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    Article
  10. 30

    Trends in Aluminium Matrix Composite Development by Chika Oliver Ujah, Daramy Vandi Von Kallon

    Published 2022-09-01
    “…Research shows that monolithic Al alloy has very attractive properties required in the production of aerospace, automotive, electrical and electronic, sports and recreational components/equipment. …”
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    Article
  11. 31

    Sustaining eSports Industry and Regulatory Focus: Empirical Evidence From Chinese Universities by Gongyan Zhao, Yue Cheng, Yue Cheng, Yue Cheng, Xingguo Liu, Wentao Meng

    Published 2022-05-01
    “…This study examined the factors that affect the attitude and behavioral intentions toward electronic sports (eSports) among students of higher education institutions based on the technology acceptance model (TAM). …”
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    Article
  12. 32

    A Pattern Mining Approach to Study Strategy Balance in RTS Games by Bosc, Guillaume, Boulicaut, Jean-Francois, Raissi, Chedy, Kaytoue, Mehdi, Tan, Philip

    Published 2017
    “…In the new context of electronic sports, an important challenge is to be able to detect game balance issues. …”
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    Article
  13. 33

    Multiplayer Online Battle Arena (MOBA) Games: Improving Negative Atmosphere with Social Robots and AI Teammates by Yimin Wang, Yonglin Dai, Shaokang Chen, Lingxin Wang, Johan F. Hoorn

    Published 2023-08-01
    “…Electronic sports show significant user churn caused by a toxic gaming atmosphere, and current GUI-based interventions are insufficient to address the issue. …”
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    Article
  14. 34

    Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study by Kentaro Kawabe, Fumie Horiuchi, Rie Hosokawa, Kiwamu Nakachi, Junya Soga, Shu-ichi Ueno

    Published 2022-05-01
    “…Esports (electronic sports) programs are a variant of competitive gaming and have expanded worldwide in recent years. …”
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    Article
  15. 35

    Determination of esports players' levels of life engagement and future expectations in terms of various variables in Turkey by Cuma Ece, Semra Çetin, Murat Şen, Mehmet Koç

    Published 2023-10-01
    “… If we were to make a scientific definition, electronic sports; “The field of sports activities, in which people develop and train their mental or physical abilities using information and communication technologies, is one of the biggest types of entertainment. …”
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    Article
  16. 36

    Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports by Amir Z. Abbasi, Saima Nisar, Umair Rehman, Ding H. Ting

    Published 2020-08-01
    “…This research empirically validates the role of specific HEXACO personality factors that foster consumer engagement (CE) in electronic sports (eSports) users. Using a survey-based approach, we incorporated the HEXACO 60 items and consumer video game engagement scales for data collection. …”
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    Article
  17. 37

    Mental Health and Social Connectedness During the COVID-19 Pandemic: An Analysis of Sports and E-Sports Players by Ana Karla Silva Soares, Maria Celina Ferreira Goedert, Adriano Ferreira Vargas

    Published 2022-05-01
    “…Although playing sports can promote mental health, there are few findings on the topic in the context of a pandemic and with physical sports and electronic sports (e-sports) players. In this sense, the present study aims to assess the extent to which social connection and mental health indicators are correlated in a sample of sports and e-sports players. …”
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    Article
  18. 38
  19. 39

    Subjective attitudes moderate the social connectedness in esports gaming during COVID-19 pandemic: A cross-sectional study by Dan Shan, Jilai Xu, Tongyu Liu, Yanyi Zhang, Ziyun Dai, Yuandian Zheng, Yuandian Zheng, Chang Liu, Yuanning Wei, Zhihao Dai

    Published 2023-01-01
    “…BackgroundElectronic sports (esports) has become a practical intervention for young people craving social connections since the COVID-19 pandemic. …”
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    Article
  20. 40

    Nutrition, lifestyle, and cognitive performance in esport athletes by Jenna B. Goulart, Jenna B. Goulart, Logan S. Aitken, Saman Siddiqui, Marisa Cuevas, Jacqueline Cardenas, Karen M. Beathard, Steven E. Riechman

    Published 2023-05-01
    “…IntroductionElectronic sports, termed esports, is a growing athletic activity in which high levels of attention and cognitive performance are required. …”
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    Article