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Esport

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  • Karl Werder

    (University of Cologne)

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  • Karl Werder, 2022. "Esport," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 64(3), pages 393-399, June.
  • Handle: RePEc:spr:binfse:v:64:y:2022:i:3:d:10.1007_s12599-022-00748-w
    DOI: 10.1007/s12599-022-00748-w
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    References listed on IDEAS

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    1. Lisa Berkemeier & Benedikt Zobel & Sebastian Werning & Ingmar Ickerott & Oliver Thomas, 2019. "Engineering of Augmented Reality-Based Information Systems," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 61(1), pages 67-89, February.
    2. Parshakov, Petr & Naidenova, Iuliia & Barajas, Angel, 2020. "Spillover effect in promotion: Evidence from video game publishers and eSports tournaments," Journal of Business Research, Elsevier, vol. 118(C), pages 262-270.
    3. Cunningham, George B. & Fairley, Sheranne & Ferkins, Lesley & Kerwin, Shannon & Lock, Daniel & Shaw, Sally & Wicker, Pamela, 2018. "eSport: Construct specifications and implications for sport management," Sport Management Review, Elsevier, vol. 21(1), pages 1-6.
    4. George B. Cunningham & Sheranne Fairley & Lesley Ferkins & Shannon Kerwin & Daniel Lock & Sally Shaw & Pamela Wicker, 2018. "eSport: Construct specifications and implications for sport management," Sport Management Review, Taylor & Francis Journals, vol. 21(1), pages 1-6, January.
    5. Marchand, André & Hennig-Thurau, Thorsten, 2013. "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Journal of Interactive Marketing, Elsevier, vol. 27(3), pages 141-157.
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