SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Predicting soccer consumption: do eSports matter? Empirical insights from a machine learning approach
16 references·1 citing·48 second hopsampled
Predicting soccer consumption: do eSports matter? Empirical insights from a machine learning approach (2020)Predicting soccer consumption: do eSports…Social motivations of live-streaming viewer engagement on Twitch (2018)Social motivations of live-st…What Is eSports and Why Do People Watch It? (2017)What Is eSports and Why Do Pe…Social media and sports: driving fan engagement with football clubs on Facebook (2017)Social media and sports: driv…eSports – Competitive sports or recreational activity? (2017)eSports – Competitive sports …eSport management: Embracing eSport education and research opportunities (2017)eSport management: Embracing …Embracing the sportification of society: Defining e-sports through a polymorphic view on sport (2017)Embracing the sportification …Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Why do people watch others pl…Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010)Defining Media Enjoyment as t…Appeal of Playing Online First Person Shooter Games (2007)Appeal of Playing Online Firs…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Female and Male Sport Fans: A Comparison of Sport Consumption Motives (2002)Female and Male Sport Fans: A…Uses and Gratifications Theory in the 21st Century (2000)Uses and Gratifications Theor…PRELIMINARY VALIDATION OF THE SPORT FAN MOTIVATION SCALE (1995)PRELIMINARY VALIDATION OF THE…Artificial neural network models for forecasting and decision making (1994)Artificial neural network mod…On the Use of the Mass Media for Important Things (1973)On the Use of the Mass Media …Drives and the C. N. S. (conceptual nervous system). (1955)Drives and the C. N. S. (conc…Definitions of Esports: A Systematic Review and Thematic Analysis (2022)Definitions of Esports: A Sys…Basking in reflected glory: Three (football) field studies. (1976)EQS : structural equations program manual (1989)A First Course in Factor Analysis (1993)The Psychological Continuum Model: A Conceptual Framework for Understanding an Individual's Psychological Connection to Sport (2001)Progress and prospects for event tourism research (2015)The accuracy of extrapolation (time series) methods: Results of a forecasting competition (1982)A neural network model for bankruptcy prediction (1990)Managerial Applications of Neural Networks: The Case of Bank Failure Predictions (1992)Forecasting with artificial neural networks: (1998)How effective are neural networks at forecasting and prediction? A review and evaluation (1998)25 years of time series forecasting (2006)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Games and Recovery (2009)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Personal Influence: The Part Played by People in the Flow of Mass Communications (1956)Telling more than we can know: Verbal reports on mental processes. (1977)Mass Media Research: An Introduction (1991)Is There Social Capital in a Social Network Site?: Facebook Use and College Students' Life Satisfaction, Trust, and Participation (2009)Social Media Use for News and Individuals' Social Capital, Civic Engagement and Political Participation (2012)The benefits of playing video games. (2013)8. On A Distinction Between Hypothetical Constructs And Intervening Variables (1948)Handbook of Experimental Psychology (1952)Three dimensions of emotion. (1954)Motivation reconsidered: The concept of competence. (1959)Motivational Beliefs, Values, and Goals (2002)Core affect and the psychological construction of emotion. (2003)The Process and Effects of Mass Communication (1955)On the Use of the Mass Media as "Escape": Clarification of a Concept (1962)The Play Theory of Mass Communication. (1968)Uses and Gratifications of Social Media: A Comparison of Facebook and Instant Messaging (2010)Introducing COBRAs (2011)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The impact of user interactions in social media on brand awareness and purchase intention: the case of MINI on Facebook (2013)Why Do People Regulate Their Emotions? A Taxonomy of Motives in Emotion Regulation (2015)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)The role of live streaming in building consumer trust and engagement with social commerce sellers (2018)How live streaming influences purchase intentions in social commerce: An IT affordance perspective (2019)How to retain customers: Understanding the role of trust in live streaming commerce with a socio-technical perspective (2021)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)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2000Uses and Gratifications Theory in the 21st Century3,179 cited
  • 2006Motivations for Play in Online Games2,961 cited
  • 1955Drives and the C. N. S. (conceptual nervous system).2,148 cited
  • 1973On the Use of the Mass Media for Important Things1,744 cited
  • 2017What Is eSports and Why Do People Watch It?1,326 cited
  • 2018Social motivations of live-streaming viewer engagement on Twitch1,004 cited
  • 1995PRELIMINARY VALIDATION OF THE SPORT FAN MOTIVATION SCALE844 cited
  • 2016Why do people watch others play video games? An empirical study on the motivations of Twitch users771 cited
  • 2010Defining Media Enjoyment as the Satisfaction of Intrinsic Needs611 cited
  • 1994Artificial neural network models for forecasting and decision making454 cited
  • 2017Social media and sports: driving fan engagement with football clubs on Facebook430 cited
  • 2017eSports – Competitive sports or recreational activity?398 cited
  • 2017eSport management: Embracing eSport education and research opportunities371 cited
  • 2007Appeal of Playing Online First Person Shooter Games274 cited
  • 2002Female and Male Sport Fans: A Comparison of Sport Consumption Motives265 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2017Embracing the sportification of society: Defining e-sports through a polymorphic view on sport205 cited
  • Cited by

    • 2022Definitions of Esports: A Systematic Review and Thematic Analysis92 cited