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Commentary

Global pandemic compels sport to move to esports: understanding from brand extension perspective

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Pages 152-157 | Received 09 Jun 2020, Accepted 03 Jul 2020, Published online: 15 Jul 2020

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Read on this site (8)

Daniel Svensson & Aage Radmann. (2023) Keeping Distance? Adaptation Strategies to the Covid-19 Pandemic Among Sport Event Organizers in Sweden. Journal of Global Sport Management 8:3, pages 594-611.
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Barbara Mazza & Giovanna Russo. (2023) The value of esports football. Towards new models of consumption and participatory experience in Italy. Contemporary Social Science 18:1, pages 109-124.
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Yue Meng-Lewis, Gavin Lewis, Zhi Lin & Yupei Zhao. (2022) Examination of Esports Fans’ Live Streaming Experiences Using an Extended Expectation-Confirmation Model: A Case Study of the King Pro League. International Journal of Human–Computer Interaction 0:0, pages 1-16.
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Sungkyung Kim & Argyro Elisavet Manoli. (2022) Public relations: the missing element in the eSport governance. Managing Sport and Leisure 0:0, pages 1-5.
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Sebastian Flegr & Sascha L. Schmidt. (2022) Strategic management in eSports – a systematic review of the literature. Sport Management Review 25:4, pages 631-655.
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Argyro Elisavet Manoli, Christos Anagnostopoulos, Aila Ahonen, Nicola Bolton, Ali Bowes, Chris Brown, Terri Byers, David Cockayne, Ian Cooper, James Du, Andrea Geurin, Emily Jane Hayday, John W. Hayton, Claire Jenkin, James Andrew Kenyon, Niamh Kitching, Seth Kirby, Paul Kitchin, Geoffery Z. Kohe, Themistocles Kokolakakis, Ho Keat Leng, Jan Andre Lee Ludvigsen, Eric W. MacIntosh, Hazel Maxwell, Anthony May, Katie Misener, Jimmy O’Gorman, Daniel Parnell, Keith D. Parry, Qi Peng, Daniel Plumley, Martin J. Power, Girish Ramchandani, Mike Rayner, Nicolas Scelles, Tracy Taylor, Tom Webb & Mathieu Winand. (2022) Managing sport and leisure in the era of Covid-19. Managing Sport and Leisure 27:1-2, pages 1-6.
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Xiuqi Zhu, Do Young Pyun & Argyro Elisavet Manoli. (2021) Developing a Conceptual Model of Service Quality for eSports. Quest 73:4, pages 375-390.
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Elijah Otis, Andy J. Kim, Sherry H. Stewart, Simon B. Sherry & Igor Yakovenko. (2022) Changes in sports gambling behavior during the COVID-19 pandemic in Canada. Frontiers in Psychiatry 13.
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Jessica Formosa, Nicholas O'Donnell, Ella M. Horton, Selen Türkay, Regan L. Mandryk, Michael Hawks & Daniel Johnson. (2022) Definitions of Esports: A Systematic Review and Thematic Analysis. Proceedings of the ACM on Human-Computer Interaction 6:CHI PLAY, pages 1-45.
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Mohammadbashir Sedighi, Alireza Sheikh, Nazanin Tourani & Raana Bagheri. (2022) Service Delivery and Branding Management in Digital Platforms: Innovation through Brand Extension. Human Behavior and Emerging Technologies 2022, pages 1-18.
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Michael James Scott, Rory Summerley, Nicolas Besombes, Cornelia Connolly, Joey Gawrysiak, Tzipora Halevi, Seth E. Jenny, Michael Miljanovic, Melissa Stange, Toni Taipalus & J. Patrick Williams. (2021) Foundations for Esports Curricula in Higher Education. Foundations for Esports Curricula in Higher Education.
Mohammadbagher Forghani Ozrudi, Somayeh Faghanpour, Roghayeh Gholampour Goli & Leonid Podrigalo. (2021) Effect of depression among taekwondo students and its relationship with negative events due to COVID-19. Physical education of students 25:1, pages 10-19.
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Jhih-yin Diane Lee & Wen-hao Winston Chou. 2021. Handbook of Research on Pathways and Opportunities Into the Business of Esports. Handbook of Research on Pathways and Opportunities Into the Business of Esports 222 238 .
Julien Bousquet & Myriam Ertz. 2021. Handbook of Research on Pathways and Opportunities Into the Business of Esports. Handbook of Research on Pathways and Opportunities Into the Business of Esports 1 24 .
M. Ángeles López-Cabarcos, Domingo Ribeiro-Soriano & Juan Piñeiro-Chousa. (2020) All that glitters is not gold. The rise of gaming in the COVID-19 pandemic. Journal of Innovation & Knowledge 5:4, pages 289-296.
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