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Definitions of Esports: A Systematic Review and Thematic Analysis
16 references·0 citing·45 second hop
Definitions of Esports: A Systematic Review and Thematic Analysis (2022)Definitions of Esports: A Systematic Revi…PRISMA-S: an extension to the PRISMA Statement for Reporting Literature Searches in Systematic Reviews (2021)PRISMA-S: an extension to the…Setting the scientific stage for esports psychology: a systematic review (2020)Setting the scientific stage …Managing the health of the eSport athlete: an integrated health management model (2019)Managing the health of the eS…Esports Research: A Literature Review (2019)Esports Research: A Literatur…The Psychology of Esports: A Systematic Literature Review (2018)The Psychology of Esports: A …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 …eSport management: Embracing eSport education and research opportunities (2017)eSport management: Embracing …Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport” (2016)Virtual(ly) Athletes: Where e…Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (2016)Scholars’ open debate paper o…Frontiers in Psychology (2016)Frontiers in PsychologyStreaming on twitch (2014)Streaming on twitchElectronic sports: A new marketing landscape of the experience economy (2013)Electronic sports: A new mark…Raising the stakes: e-sports and the professionalization of computer gaming (2012)Raising the stakes: e-sports …Frequency of the sit to stand task: An observational study of free-living adults (2009)Frequency of the sit to stand…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)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)Sport in Society: Issues and Controversies (1978)Diversity and Higher Education: Theory and Impact on Educational Outcomes (2002)The benefits of playing video games. 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References

  • 2006Using thematic analysis in psychology208,861 cited
  • 2021PRISMA-S: an extension to the PRISMA Statement for Reporting Literature Searches in Systematic Reviews3,654 cited
  • 2017What Is eSports and Why Do People Watch It?1,034 cited
  • 2016Frontiers in Psychology801 cited
  • 2014Streaming on twitch672 cited
  • 2016Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal628 cited
  • 2016Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”595 cited
  • 2012Raising the stakes: e-sports and the professionalization of computer gaming474 cited
  • 2017eSports – Competitive sports or recreational activity?398 cited
  • 2018The Psychology of Esports: A Systematic Literature Review376 cited
  • 2017eSport management: Embracing eSport education and research opportunities371 cited
  • 2019Esports Research: A Literature Review364 cited
  • 2009Frequency of the sit to stand task: An observational study of free-living adults346 cited
  • 2019Managing the health of the eSport athlete: an integrated health management model319 cited
  • 2020Setting the scientific stage for esports psychology: a systematic review311 cited

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  • 2013Electronic sports: A new marketing landscape of the experience economy269 cited
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