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World Cyber Games
Chronotopes and Social Types in South Korean Digital Gaming
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
Sport and Play in a Digital World
Campus Knowledge of Esports Kenny Sugishita University of South Carolina - Columbia
Metisentry E-Sports Project Honors Forum
Historiography of Korean Esports: Perspectives on Spectatorship
Esports a New Architectural Challenge 1
The Effect of School Closure On
Metisentry - Esports
Download/90/67> [22 May 2015] Hofstee, E
Electronic Sports
World Cyber Games
Gaming Across the Divide: Racial Dynamics in E- Sports and the Changing Landscape of East-West Relations Michael H
Routledge Handbook of Global Sport E-Sports
The Rise of Esports Investments a Deep Dive with Deloitte Corporate Finance LLC and the Esports Observer
Esport Vs Irlsport
Evolution of the Gaming Experience: Live Video Streaming and the Emergence of a New Web Community
Esport Vs Irlsport
Top View
Dipartimento Di Economia E Management Cattedra Di Markets
The Development of the South Korean Esports Empire an Jiang
CRAFTING the METAGAME: Connected Learning in the Starcraft II Community
Sports Vs Esports: a Comparison Study of Industry Size, Viewer Friendliness, and Competitiveness
Chapter 2 Literature Review
The Evolution of Professional Video Gaming Some Games Live, Most
“WCG 2004 Auditorium” by Peter Kaminski. Licensed Under Creative Commons by 2.0.)
Motivation to Play Esports: Case of League of Legends Yaoyao Sun University of South Carolina
Game On: the Rise of the Esports Middle Kingdom1
DALLAS "We're Following White Fox As He Makes His Way Around
The Development of Competitive Gaming in China
Esports Is Business Tobias M
A Short Treatise on Esports and the Law: How America Regulates Its Next National Pastime
An Ethnography of Early Canadian Varsity Esports by Benjamin J
View/Download-PDF
Cyberathletes' Lived Experience of Video Game Tournaments
Esports: Business Model Design and Value Co-Creation
Owning E-Sports: Proprietary Rights in Professional Computer Gaming
Marketing & Production Plan
Esports Yearbook 2010
Play Globally, Act Locally: the Standardization of Pro Halo 3 Gaming
September 13-15
The Emerging Esport Market: Analyzing the Impact of Virtual and Augmented Reality
Do Esports Classify As Intercollegiate Sport? Legal Analysis of Title IX
Esports Spectatorship in Australia
Research on Esports and Esports Industry in China
The Report Committee for Tyler Louis Snavely