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ESport Superstars
12 references·2 citing·45 second hop
ESport Superstars (2018)ESport SuperstarseSport vs. Sport: A Comparison of Spectator Motives (2018)eSport vs. Sport: A Compariso…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 …The Effect of Marquee Players on Sports Demand (2015)The Effect of Marquee Players…On Rosen’s and Adler’s hypotheses in the modern and contemporary visual art market (2015)On Rosen’s and Adler’s hypoth…The Effect of Star Quality on Attendance Demand (2014)The Effect of Star Quality on…Raising the Stakes (2012)Raising the StakesTALENT AND/OR POPULARITY: WHAT DOES IT TAKE TO BE A SUPERSTAR? (2010)TALENT AND/OR POPULARITY: WHA…Local Heroes and Superstars (2007)Local Heroes and SuperstarsSuperstar Effects in Sport (2003)Superstar Effects in SportThe Sports Business as a Labor Market Laboratory (2000)The Sports Business as a Labo…Superstars in the National Basketball Association: Economic Value and Policy (1997)Superstars in the National Ba…Venture capital financing in the eSports industry (2023)Venture capital financing in …Copyright protection of live esports broadcast under China's new Copyright Law (2022)Copyright protection of live …Network externalities, competition, and compatibility (1985)Standardization, Compatibility, and Innovation (1985)Estimating Vector Autoregressions with Panel Data (1988)The Returns to Scarce Talent (2012)When the crowd evaluates soccer players’ market values: Accuracy and evaluation attributes of an online community (2014)Beyond crowd judgments: Data-driven estimation of market value in association football (2017)Specification Tests in Econometrics (1978)Satisfaction and comparison income (1996)Econometric Analysis of Cross Section and Panel Data (2001)DO SOCCER ASSOCIATIONS REALLY SPEND ON A GOOD THING? EMPIRICAL EVIDENCE ON HETEROGENEITY IN THE CONSUMER RESPONSE TO MATCH UNCERTAINTY OF OUTCOME (2009)The Effect of Superstars on Game Attendance: Evidence From the NBA (2019)An Economic Model of a Professional Sports League (1971)Cross-subsidization, Incentives, and Outcomes in Professional Team Sports Leagues (1995)Labour Markets in Professional Sports (2001)OUTCOME UNCERTAINTY AND THE COUCH POTATO AUDIENCE (2005)The Baseball Players' Labor Market (1956)The Economics of Discrimination. (1972)Favoritism Under Social Pressure (2005)Experimental Research on Labor Market Discrimination (2018)American Economic Review (2019)Monopsony in Labor Markets: A Review (2020)THE FOOTBALL PLAYERS' LABOR MARKET: EMPIRICAL EVIDENCE FROM THE MAJOR EUROPEAN LEAGUES (2007)The Economics of Superstars (2009)Stardom and Talent (2016)Demand for Sport (2003)Estimation of game-level attendance in major league soccer: Outcome uncertainty and absolute quality considerations (2017)Channel Preferences Among Sport Consumers: Profiling Media-Dominant Consumers (2019)Determinants of Attendance in Major League Soccer (2019)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)Esports Research: A Literature Review (2019)Welcome to the experience economy (2019)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)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Social motivations of live-streaming viewer engagement on Twitch (2018)Back-Translation for Cross-Cultural Research (1970)A Paradigm for Developing Better Measures of Marketing Constructs (1979)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Integration of Esports in Educational Innovation: A Design-Based Research Approach (2022)The players’ perspective of value co-creation in esports service ecosystems (2023)The Psychology of Esports: A Systematic Literature Review (2018)
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References

  • 2017What Is eSports and Why Do People Watch It?1,034 cited
  • 2000The Sports Business as a Labor Market Laboratory530 cited
  • 2012Raising the Stakes468 cited
  • 2017eSports – Competitive sports or recreational activity?398 cited
  • 1997Superstars in the National Basketball Association: Economic Value and Policy325 cited
  • 2003Superstar Effects in Sport306 cited
  • 2010TALENT AND/OR POPULARITY: WHAT DOES IT TAKE TO BE A SUPERSTAR?241 cited
  • 2018eSport vs. Sport: A Comparison of Spectator Motives122 cited
  • 2007Local Heroes and Superstars118 cited
  • 2015The Effect of Marquee Players on Sports Demand83 cited
  • 2014The Effect of Star Quality on Attendance Demand70 cited
  • 2015On Rosen’s and Adler’s hypotheses in the modern and contemporary visual art market25 cited

Cited by

  • 2023Venture capital financing in the eSports industry14 cited
  • 2022Copyright protection of live esports broadcast under China's new Copyright Law9 cited

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