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Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
... ESports as playful consumption experiences: examining the antecedents and consequences of game engagement. Telematics Inform. 101937 (2023) 22. Rubin, A.M.: Uses and gratifications. In: The SAGE Handbook of Media Processes and Effects ...
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
Jang and Byon (2020) developed the Esports Consumption (ESC) model examining antecedents and consequences associated with esports gameplay.
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016.
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods.
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
This book constitutes the refereed proceedings of the First International Conference on HCI in Games, HCI-Games 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA.
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies ...
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving ...
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. from books.google.com
According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities or civic activities.