Dijital Çağda E-Spor, İnovasyon ve Modern Spor Yönetimi
Özet
Referanslar
Brown, A. (2018). From basement to madison square garden: the history of Esports. Esports History Journal, 5 (1), 45-67.
Data Analytics in Esports (2023). Esports analytics annual report. Erişim Tarihi: 10.11.2023
Esports Insider (2022). Global esports market report. Erişim Tarihi: 04.10.2023
Esports League Management (2022). Overview of major esports leagues worldwide. Erişim Tarihi: 12.09.2023
Gaming Analytics Group (2023). The most popular esports games in 2023. Erişim Ta- rihi: 10.09.2023
Hamari J, and Sjöblom M. (2017). What is eSports and why do people watch it?. Inter- net Research, 27 (2), 211-232.
Hamari J, Sjöblom M, and Törhönen M. (2016). Meaningful play: how video game business models are evolving. Electronic Commerce Research and Applications, 16, 13- 23.
Johnson, D., and Scholes, L. (2021). the ımpact of 5g on the future of esports. Interna- tional Journal of Sports Science & Coaching, 16 (4), 515-524.
Johnson, M. (2019). The evolution of esports: A historical perspective. International Journal of Sports Science, 15 (3), 287-302.
Johnson, R. (2021). Enhancing player performance: A study on the latest trends in gaming hardware. Journal of Interactive Gaming Research, 8 (3), 112-128.
Jones, M. & ark. (2022). The impact of esports on youth: A comprehensive review. Journal of Youth Studies, 19 (4), 456-473.
Lee, A. & ark. (2022). Advancements in AR and VR technologies in esports broadcas- ting. International Conference on Digital Entertainment, 178-189.
Schwartz, D. (2019). The culture of esports. New York: New York University Press.
Smith, A. (2021). Public perception of esports: A comparative study of changing atti- tudes. International Journal of Communication, 15, 120-138.
Smith, J. (2023). The impact of 4k streaming on esports viewership. Journal of Gaming Technology, 12 (2), 45-62.
SuperData Research. (2023). Global esports market report.
Erişim Tarihi: 04.10.2023
Taylor, N., and Witkowski, E. (2010). Serious play: Who’s playing, who’s paying, and what can we learn?. International Journal of Computer-Supported Collaborative Lear- ning, 5 (2), 105-122.
Taylor, T. L. (2018). Watch me play: Twitch and the rise of game live streaming. Prince- ton University Press.
Wagner, M. (2013). Got game: How the gamer generation ıs reshaping business forever. Harvard Business Review Press.
Referanslar
Brown, A. (2018). From basement to madison square garden: the history of Esports. Esports History Journal, 5 (1), 45-67.
Data Analytics in Esports (2023). Esports analytics annual report. Erişim Tarihi: 10.11.2023
Esports Insider (2022). Global esports market report. Erişim Tarihi: 04.10.2023
Esports League Management (2022). Overview of major esports leagues worldwide. Erişim Tarihi: 12.09.2023
Gaming Analytics Group (2023). The most popular esports games in 2023. Erişim Ta- rihi: 10.09.2023
Hamari J, and Sjöblom M. (2017). What is eSports and why do people watch it?. Inter- net Research, 27 (2), 211-232.
Hamari J, Sjöblom M, and Törhönen M. (2016). Meaningful play: how video game business models are evolving. Electronic Commerce Research and Applications, 16, 13- 23.
Johnson, D., and Scholes, L. (2021). the ımpact of 5g on the future of esports. Interna- tional Journal of Sports Science & Coaching, 16 (4), 515-524.
Johnson, M. (2019). The evolution of esports: A historical perspective. International Journal of Sports Science, 15 (3), 287-302.
Johnson, R. (2021). Enhancing player performance: A study on the latest trends in gaming hardware. Journal of Interactive Gaming Research, 8 (3), 112-128.
Jones, M. & ark. (2022). The impact of esports on youth: A comprehensive review. Journal of Youth Studies, 19 (4), 456-473.
Lee, A. & ark. (2022). Advancements in AR and VR technologies in esports broadcas- ting. International Conference on Digital Entertainment, 178-189.
Schwartz, D. (2019). The culture of esports. New York: New York University Press.
Smith, A. (2021). Public perception of esports: A comparative study of changing atti- tudes. International Journal of Communication, 15, 120-138.
Smith, J. (2023). The impact of 4k streaming on esports viewership. Journal of Gaming Technology, 12 (2), 45-62.
SuperData Research. (2023). Global esports market report.
Erişim Tarihi: 04.10.2023
Taylor, N., and Witkowski, E. (2010). Serious play: Who’s playing, who’s paying, and what can we learn?. International Journal of Computer-Supported Collaborative Lear- ning, 5 (2), 105-122.
Taylor, T. L. (2018). Watch me play: Twitch and the rise of game live streaming. Prince- ton University Press.
Wagner, M. (2013). Got game: How the gamer generation ıs reshaping business forever. Harvard Business Review Press.