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Esports Research: A Literature Review
6 references·13 citing·39 second hop
Esports Research: A Literature Review (2019)Esports Research: A Literature ReviewResearch Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)Research Design: Qualitative,…What Is eSports and Why Do People Watch It? (2017)What Is eSports and Why Do Pe…eSports – Competitive sports or recreational activity? (2017)eSports – Competitive sports …Streaming on twitch (2014)Streaming on twitchRaising the Stakes (2012)Raising the StakesFrom Ritual to Record: The Nature of Modern Sports (1979)From Ritual to Record: The Na…Video games and board games: Effects of playing practice on cognition (2023)Video games and board games: …The well-being outcomes of multi-actor inter-organisational value co-creation and co-destruction within a service ecosystem (2023)The well-being outcomes of mu…Brands in eSports – generational cohorts, value congruence and media engagement as antecedents of brand sustainability (2023)Brands in eSports – generatio…The Future Is Now: Preparing Sport Management Graduates in Times of Disruption and Change (2022)The Future Is Now: Preparing …Perceptions of Effective Training Practices in League of Legends: A Qualitative Exploration (2022)Perceptions of Effective Trai…To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports (2021)To be or not to be (e)sports?…Knowledge Mapping and Sustainable Development of eSports Research: A Bibliometric and Visualized Analysis (2021)Knowledge Mapping and Sustain…Gender in eSports research: a literature review (2021)Gender in eSports research: a…Brand identity dynamics – reinforcement or destabilisation of a sport brand identity through the introduction of esports? (2021)Brand identity dynamics – rei…A perspective on value co-creation processes in eSports service ecosystems (2021)A perspective on value co-cre…Esports matrix: Structuring the esports research agenda (2020)Esports matrix: Structuring t…Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019 (2020)Demographics and Health Behav…Esports extension of a football brand: stakeholder co-creation in action? (2019)Esports extension of a footba…Understanding Media: The Extensions of Man (1964)The Constant Comparative Method of Qualitative Analysis (1965)Naturalistic inquiry (1985)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Live streaming commerce from the sellers’ perspective: implications for online relationship marketing (2020)Live streaming commerce and consumers’ purchase intention: An uncertainty reduction perspective (2021)The Role of Emotions in Marketing (1999)From game design elements to gamefulness (2011)eSport: Construct specifications and implications for sport management (2017)Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries (2018)Welcome to the experience economy (2019)Dual-process theories in social psychology (1999)Qualitative Research & Evaluation Methods: Integrating Theory and Practice (2014)Exploring new routes within brand research in sport management: directions and methodological approaches (2020)The impact of perceived corporate social responsibility on value-in-use through customer engagement in non-profit sports clubs: the moderating role of co-production (2021)Remapping the Sport Brandscape: A Structured Review and Future Direction for Sport Brand Research (2022)Advances in Consumer Research (2025)Biostatistics 104: correlational analysis. (2003)Electronic media use and sleep in school-aged children and adolescents: A review (2010)The benefits of playing video games. (2013)Sleep Characteristics and Mood of Professional Esports Athletes: A Multi-National Study (2021)Health Risks and Musculoskeletal Problems of Elite Mobile Esports Players: a Cross-Sectional Descriptive Study (2022)Electronic Media Use and Sleep Quality: Updated Systematic Review and Meta-Analysis (2024)From Content to Context: Videogames as Designed Experience (2006)Social motivations of live-streaming viewer engagement on Twitch (2018)The Finnish Version of the Affinity for Technology Interaction (ATI) Scale: Psychometric Properties and an Examination of Gender Differences (2022)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Structural equation modeling in practice: A review and recommended two-step approach. (1988)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Stereotype threat and the intellectual test performance of African Americans. (1995)Hegemonic Masculinity (2005)Bodies That Matter (2011)Electronic sport and its impact on future sport (2010)On the Digital Playing Field (2012)The Psychology of Esports: A Systematic Literature Review (2018)A Team-based Approach to Open Coding: Considerations for Creating Intercoder Consensus (2019)Positionality practices and dimensions of impact on equity research: A collaborative inquiry and call to the community (2021)Handbook of Religion and Health (2023)What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2016)
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References

  • 2018Research Design: Qualitative, Quantitative, and Mixed Methods Approaches12,746 cited
  • 2017What Is eSports and Why Do People Watch It?1,034 cited
  • 2014Streaming on twitch672 cited
  • 2012Raising the Stakes468 cited
  • 1979From Ritual to Record: The Nature of Modern Sports405 cited
  • 2017eSports – Competitive sports or recreational activity?398 cited

Cited by

  • 2020Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019176 cited
  • 2020Esports matrix: Structuring the esports research agenda163 cited
  • 2021Gender in eSports research: a literature review132 cited
  • 2019Esports extension of a football brand: stakeholder co-creation in action?64 cited
  • 2023Video games and board games: Effects of playing practice on cognition59 cited
  • 2022Perceptions of Effective Training Practices in League of Legends: A Qualitative Exploration55 cited
  • 2021Knowledge Mapping and Sustainable Development of eSports Research: A Bibliometric and Visualized Analysis46 cited
  • 2023The well-being outcomes of multi-actor inter-organisational value co-creation and co-destruction within a service ecosystem43 cited
  • 2021

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To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports
43 cited
  • 2021A perspective on value co-creation processes in eSports service ecosystems25 cited
  • 2022The Future Is Now: Preparing Sport Management Graduates in Times of Disruption and Change17 cited
  • 2021Brand identity dynamics – reinforcement or destabilisation of a sport brand identity through the introduction of esports?15 cited
  • 2023Brands in eSports – generational cohorts, value congruence and media engagement as antecedents of brand sustainability12 cited