References
- Abanazir, Cem. 2018. “Institutionalisation in E-Sports.” Sport, Ethics and Philosophy 13 (2): 117–131. https://doi.org/10.1080/17511321.2018.1453538.
- Bertschy, Marjorie, Hans Mühlbacher, and Michel Desbordes. 2019. “Esports Extension of a Football Brand: Stakeholder co-Creation in Action?” European Sport Management Quarterly 20 (1): 47–68. https://doi.org/10.1080/16184742.2019.1689281.
- Bihari, Isha, and Debashis Pattanaik. 2023. “Challenges in Esports: Interview Study of Professional Gamers in India.” Sport in Society 26 (12): 1935–1956. https://doi.org/10.1080/17430437.2023.2223510.
- Blattberg, Charles. 2004. From Pluralist to Patriotic Politics: Putting Practice First. New York: Oxford University Press.
- Brown, Kenon A., Andrew C. Billings, Breann Murphy, and Luis Puesan. 2017. “Intersections of Fandom in the Age of Interactive Media.” Communication & Sport 6 (4): 418–435. https://doi.org/10.1177/2167479517727286.
- Chao, Laura L. 2017. “You Must Construct Additional Pylons”: Building a Better Framework for Esports Governance.” Fordham Law Review 86 (2): 737–765.
- Chung, T., S. Sum, M. Chan, E. Lai, and N. Cheng. 2019. “Will Esports Result in a Higher Prevalence of Problematic Gaming? A Review of the Global Situation.” Journal of Behavioral Addictions 8 (3): 384–394. https://doi.org/10.1556/2006.8.2019.46.
- Cobanoglu, Cihan, Baker Ayoun, Daniel Connolly, and Khaldoon Nusair. 2013. “The Effect of Information Technology Steering Committees on Perceived IT Management Sophistication in Hotels.” International Journal of Hospitality & Tourism Administration 14 (1): 1–22. https://doi.org/10.1080/15256480.2013.753801.
- Cunningham, George B., Sheranne Fairley, Lesley Ferkins, Shannon Kerwin, Daniel Lock, Sally Shaw, and Pamela Wicker. 2018. “eSport: Construct Specifications and Implications for Sport Management.” Sport Management Review 21 (1): 1–6. https://doi.org/10.1016/j.smr.2017.11.002.
- Dilek, Sebahattin Emre. 2019. “E-Sport Events within Tourism Paradigm: A Conceptual Discussion.” International Journal of Contemporary Tourism Research 3 (1): 12–22. https://doi.org/10.30625/ijctr.525426.
- Edgar, Andrew. 2019. “Esport.” Sport, Ethics and Philosophy 13 (1): 1–2. https://doi.org/10.1080/17511321.2019.1558558.
- Finch, David J., O'Reilly Norm, Abeza Gashaw, Clark Brad, and David Legg, eds. 2019. Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities: Emerging Research and Opportunities. Hershey, PA: IGI Global.
- Finnegan, Laura, Jean McArdle, Martin Littlewood, and David Richardson. 2018. “Somewhat United: Primary Stakeholder Perspectives of the Governance of Schoolboy Football in Ireland.” Managing Sport and Leisure 23 (1–2): 48–69. https://doi.org/10.1080/23750472.2018.1513342.
- Freeman, R. Edward. 1984. Strategic Management: A Stakeholder Approach. London: Pitman Press.
- Freeman, R. Edward, Robert Phillips, and Rajendra Sisodia. 2018. “Tensions in Stakeholder Theory.” Business & Society 59 (2): 213–231. https://doi.org/10.1177/0007650318773750.
- Funk, Daniel C., Anthony D. Pizzo, and Bradley J. Baker. 2017. “eSport Management: Embracing eSport Education and Research Opportunities.” Sport Management Review 21 (1): 7–13. https://doi.org/10.1016/j.smr.2017.07.008.
- Griffiths, Mark. 2010. “Online Video Gaming: What Should Educational Psychologists Know?” Educational Psychology in Practice 26 (1): 35–40. https://doi.org/10.1080/02667360903522769.
- Hallmann, Kirstin, and Thomas Giel. 2021. “eSports – Competitive Sports or Recreational Activity?” Sport Management Review 21 (1): 14–20. https://doi.org/10.1016/j.smr.2017.07.011.
- Hamari, Juho, and Max Sjöblom. 2017. “What Is eSports and Why Do People Watch It?” Internet Research 27 (2): 211–232. https://doi.org/10.1108/IntR-04-2016-0085.
- Harrison, Jeffrey S., and Douglas A. Bosse. 2013. “How Much Is Too Much? The Limits to Generous Treatment of Stakeholders.” Business Horizons 56 (3): 313–322. https://doi.org/10.1016/j.bushor.2013.01.014.
- Hayday, Emily Jane, Holly Collison, and Geoffery Z. Kohe. 2020. “Landscapes of Tension, Tribalism and Toxicity: Configuring a Spatial Politics of Esport Communities.” Leisure Studies 40 (2): 139–153. https://doi.org/10.1080/02614367.2020.1808049.
- Hedlund, David P. 2021. “A Typology of Esport Players.” Journal of Global Sport Management 8 (2): 460–477. https://doi.org/10.1080/24704067.2021.1871858.
- Hong, Hee Jung. 2022. “eSports: The Need for a Structured Support System for Players.” European Sport Management Quarterly 23 (5): 1430–1453. https://doi.org/10.1080/16184742.2022.2028876.
- IOC. 2018. Annual Report 2018: Credibility, Sustainability, Youth. Lausanne, Switzerland: IOC.
- Irwin, Sidney V., Anjum Naweed, and Michele Lastella. 2023. “Consuming Esports and Trash Talking How Do Social Norms and Moderating Attributes Influence Behaviour.” Sport in Society 27 (1): 14–32. https://doi.org/10.1080/17430437.2023.2200732.
- Jenny, Seth E., R. Douglas Manning, Margaret C. Keiper, and Tracy W. Olrich. 2016. “Virtual(ly) Athletes: Where eSports Fit within the Definition of “Sport.” Quest 69 (1): 1–18. https://doi.org/10.1080/00336297.2016.1144517.
- Ke, Xiaobo, and Christian Wagner. 2020. “Global Pandemic Compels Sport to Move to Esports: Understanding from Brand Extension Perspective.” Managing Sport and Leisure 27 (1-2): 152–157. https://doi.org/10.1080/23750472.2020.1792801.
- Kemp, C., P. Pienaar, and D. Rae. 2020. “Brace Yourselves: Esports is Coming.” South African Journal of Sports Medicine 32 (1): v32i1a7596–v32i1a7592. https://doi.org/10.17159/2078-516X/2020/v32i1a7596.
- Kim, Lankyung, Tien-Chin Tan, and Alan Bairner. 2023. “A Beautiful Game: Interpreting Football Videogame Experiences.” Leisure Sciences 2023 (1): 1–19. https://doi.org/10.1080/01490400.2023.2170497.
- Kim, Young Hoon, John Nauright, and Chokechai Suveatwatanakul. 2020. “The Rise of E-Sports and Potential for Post-COVID Continued Growth.” Sport in Society 23 (11): 1861–1871. https://doi.org/10.1080/17430437.2020.1819695.
- Kolawole, Oluwanifemi. 2020. “Why Africa Is Not yet Ready for the eSports Boom.” TechPoint Africa, Accessed March 18, 2021. https://techpoint.africa/2020/08/14/esports-africa-online-gaming/.
- Krueger, R. A., and M. A. Casey. 2009. Focus Groups: A Practical Guide for Applied Research. New Delhi: Sage Publications, Inc.
- Langrafe, Taiguara de Freitas, Simone Ruchdi Barakat, Fabricio Stocker, and Joao Maurício Gama Boaventura. 2020. “A Stakeholder Theory Approach to Creating Value in Higher Education Institutions.” The Bottom Line 33 (4): 297–313. https://doi.org/10.1108/bl-03-2020-0021.
- Lee, Hyun-Woo, Kun Chang, Patrick N. Neff, Calvin Nite, and Gregg Bennett. 2023. “Perceived Uniqueness of Esports: Players’ Hyperconnected Digital Playground for Self-Improvement.” Sport in Society 26 (11): 1–20. https://doi.org/10.1080/17430437.2023.2213167.
- Lee, Jung Woo, and Tien-Chin Tan. 2019. “The Rise of Sport in the Asia-Pacific Region and a Social Scientific Journey through Asian-Pacific Sport.” Sport in Society 22 (8): 1319–1325. https://doi.org/10.1080/17430437.2019.1621013.
- Lefebvre, Florian, Mathieu Djaballah, and Nicolas Chanavat. 2020. “The Deployment of Professional Football Clubs’ eSports Strategies: A Dynamic Capabilities Approach.” European Sport Management Quarterly 23 (2): 315–333. https://doi.org/10.1080/16184742.2020.1856165.
- Li, Minhua, and Huan Xiong. 2022. “Virtual Identities and Women’s Empowerment: The Implication of the Rise of Female Esports Fans in China.” Sport in Society 26 (3): 431–453. https://doi.org/10.1080/17430437.2022.2158817.
- Lokhman, Natalia, Oksana Karashchuk, and Olena Kornilova. 2018. “Analysis of eSports as a Commercial Activity.” Problems and Perspectives in Management 16 (1): 207–213. https://doi.org/10.21511/ppm.16(1).2018.20.
- Lu, Landy Di., Kathryn Heinze, and Hua Gong. 2023. “Relational Pluralism, Organizational Status, and the Adoption of Collegiate Varsity Esports Programs in the US.” European Sport Management Quarterly 2023 (1): 1–23. https://doi.org/10.1080/16184742.2023.2197927.
- Lu, Zhouxiang. 2022. “Forging a Link between Competitive Gaming, Sport and the Olympics: History and New Developments.” The International Journal of the History of Sport 39 (3): 251–269. https://doi.org/10.1080/09523367.2022.2061466.
- McCauley, Brian, Kieran Tierney, and Dinara Tokbaeva. 2020. “Shaping a Regional Offline eSports Market: Understanding How Jönköping, the ‘City of DreamHack’, Takes URL to IRL.” International Journal on Media Management 22 (1): 30–48. https://doi.org/10.1080/14241277.2020.1731513.
- Miles, Matthew B., A. M. Huberman, and Johnny Saldaña. 2014. Qualitative Data Analysis: A Methods Sourcebook. 3rd ed. Los Angeles: SAGE Publications
- Murray, Stuart, James Birt, and Scott Blakemore. 2020. “eSports Diplomacy: Towards a Sustainable ‘Gold Rush.” Sport in Society 25 (8): 1419–1437. https://doi.org/10.1080/17430437.2020.1826437.
- Nauright, John, Sarah Zipp, and Young Hoon Kim. 2020. “The Sports World in the Era of COVID-19.” Sport in Society 23 (11): 1703–1706. https://doi.org/10.1080/17430437.2020.1834196.
- Naweed, Anjum, Sidney V. Irwin, and Michele Lastella. 2020. “Varieties of (Un)Sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship.” Journal of Global Sport Management 8 (2): 503–523. https://doi.org/10.1080/24704067.2020.1846907.
- Newman, Joshua I., Hanhan Xue, Nicholas M. Watanabe, Grace Yan, and Christopher M. McLeod. 2020. “Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy.” Communication & Sport 10 (2): 241–270. https://doi.org/10.1177/2167479520961036.
- Odimegwu, Clifford O. 2000. “Methodological Issues in the Use of Focus Group Discussion as a Data Collection Tool.” Journal of Social Sciences 4 (2–3): 207–212. https://doi.org/10.1080/09718923.2000.11892269.
- Pack, Simon M., and David P. Hedlund. 2020. “Inclusion of Electronic Sports in the Olympic Games for the Right (or Wrong) Reasons.” International Journal of Sport Policy and Politics 12 (3): 485–495. https://doi.org/10.1080/19406940.2020.1801796.
- Parry, Jim. 2018. “E-Sports Are Not Sports.” Sport, Ethics and Philosophy 13 (1): 3–18. https://doi.org/10.1080/17511321.2018.1489419.
- Parry, Jim, and Jacob Giesbrecht. 2023. “Esports, Real Sports and the Olympic Virtual Series.” Journal of the Philosophy of Sport 50 (2): 208–228. https://doi.org/10.1080/00948705.2023.2216883.
- Patino, C. M., and J. C. Ferreira. 2018. “Inclusion and Exclusion Criteria in Research Studies: Definitions and Why They Matter.” Jornal Brasileiro de Pneumologia: Publicacao Oficial da Sociedade Brasileira de Pneumologia e Tisilogia 44 (2): 84–84. https://doi.org/10.1590/s1806-37562018000000088.
- Peng, Qi, Geoff Dickson, Nicolas Scelles, Jonathan Grix, and Paul Michael Brannagan. 2020. “Esports Governance: Exploring Stakeholder Dynamics.” Sustainability 12 (19): 8270. https://doi.org/10.3390/su12198270.
- Popke, Michael. 2018. “eSports Becoming a Sports Tourism Juggernaut.” Sports Destination Management https://www.sportsdestinations.com/management/economics/esports-becoming-sports-tourism-juggernaut-15142.
- Pu, Haozhou, Shuhong Xiao, and Ryan W. Kota. 2021. “Virtual Games Meet Physical Playground: Exploring and Measuring Motivations for Live Esports Event Attendance.” Sport in Society 25 (10): 1886–1908. https://doi.org/10.1080/17430437.2021.1890037.
- Qian, Tyreal Yizhou, Jerred Junqi Wang, James Jianhui Zhang, and John Hulland. 2020. “Fulfilling the Basic Psychological Needs of Esports Fans: A Self-Determination Theory Approach.” Communication & Sport 10 (2): 216–240. https://doi.org/10.1177/2167479520943875.
- Qian, Tyreal Yizhou, Jerred Junqi Wang, James Jianhui Zhang, and Laura Zhenqiu Lu. 2019. “It is in the Game: Dimensions of Esports Online Spectator Motivation and Development of a Scale.” European Sport Management Quarterly 20 (4): 458–479. https://doi.org/10.1080/16184742.2019.1630464.
- Qian, Tyreal Yizhou, James Jianhui Zhang, Jerred Junqi Wang, and John Hulland. 2019. “Beyond the Game: Dimensions of Esports Online Spectator Demand.” Communication & Sport 8 (6): 825–851. https://doi.org/10.1177/2167479519839436.
- Reitman, Jason G., Maria J. Anderson-Coto, Minerva Wu, Je Seok Lee, and Constance Steinkuehler. 2019. “Esports Research: A Literature Review.” Games and Culture 15 (1): 32–50. https://doi.org/10.1177/1555412019840892.
- Rogers, Ryan, Lee Farquhar, and Jacob Mummert. 2020. “Motivational Differences among Viewers of Traditional Sports, Esports, and NBA 2K League.” Communication & Sport 10 (2): 175–194. https://doi.org/10.1177/2167479520942738.
- Rogerson, Christian M. 2014. “Unpacking Business Tourism Mobilities in Sub-Saharan Africa.” Current Issues in Tourism 18 (1): 44–56. https://doi.org/10.1080/13683500.2014.898619.
- Scholz, Tobias M. 2019a. eSports is Business: Management in the World of Competitive Gaming-Palgrave. London: Palgrave Macmillan.
- Scholz, Tobias M. 2019b. “A Short History of eSports and Management.” In eSports is Business, 17–41. Cham: Springer.
- Scholz, Tobias M. 2020. “Deciphering the World of eSports.” International Journal on Media Management 22 (1): 1–12. https://doi.org/10.1080/14241277.2020.1757808.
- Scholz, Tobias M., and Volker Stein. 2017. “Going beyond Ambidexterity in the Media Industry.” International Journal of Gaming and Computer-Mediated Simulations 9 (2): 47–62. https://doi.org/10.4018/IJGCMS.2017040104.
- Seo, Yuri. 2013. “Electronic Sports: A New Marketing Landscape of the Experience Economy.” Journal of Marketing Management 29 (13-14): 1542–1560. https://doi.org/10.1080/0267257x.2013.822906.
- Skinner, James, Allan Edwards, and Ben Corbett. 2014. “Research Methods for Sport Management.” Foundations of Sport Management, edited by David Hassan. London: Routledge.
- Snyder, Hannah. 2019. “Literature Review as a Research Methodology: An Overview and Guidelines.” Journal of Business Research 104: 333–339. https://doi.org/10.1016/j.jbusres.2019.07.039.
- Sweeney, Kevin, M. H. Tuttle, and M. Douglas Berg. 2019. “Esports Gambling: Market Structure and Biases.” Games and Culture 16 (1): 65–91. https://doi.org/10.1177/1555412019872389.
- Tan, Tien-Chin, and Jung Woo Lee. 2023. “Technology, Innovation, and the Future of the Sport Industry in Asia Pacific.” Sport in Society 26 (3): 383–389. https://doi.org/10.1080/17430437.2023.2202985.
- Tang, Tang, Jake Kucek, and Steven Toepfer. 2020. “Active within Structures: Predictors of Esports Gameplay and Spectatorship.” Communication & Sport 10 (2): 195–215. https://doi.org/10.1177/2167479520942740.
- Thiel, Ansgar, and Jannika M. John. 2019. “Is eSport a ‘Real’ Sport? Reflections on the Spread of Virtual Competitions.” European Journal for Sport and Society 15 (4): 311–315. https://doi.org/10.1080/16138171.2018.1559019.
- Wagner, G. Michael. 2006. “On the Scientific Relevance of Esports.” International Conference on Internet Computing, Las Vegas, NV.
- Ward, Michael R., and Alexander D. Harmon. 2019. “ESport Superstars.” Journal of Sports Economics 20 (8): 987–1013. https://doi.org/10.1177/1527002519859417.
- Werder, Karl. 2022. “Esport.” Business & Information Systems Engineering 64 (3): 393–399. https://doi.org/10.1007/s12599-022-00748-w.
- Westmattelmann, Daniel, Jan-Gerrit Grotenhermen, Marius Sprenger, and Gerhard Schewe. 2021. “The Show Must Go on - Virtualisation of Sport Events during the COVID-19 Pandemic.” European Journal of Information Systems 30 (2): 119–136. https://doi.org/10.1080/0960085x.2020.1850186.
- Wohn, Donghee Yvette, and Guo Freeman. 2019. “Live Streaming, Playing, and Money Spending Behaviors in eSports.” Games and Culture 15 (1): 73–88. https://doi.org/10.1177/1555412019859184.
- Wong, Donna, and Yue Meng-Lewis. 2022. “Esports Diplomacy – China’s Soft Power Building in the Digital Era.” Managing Sport and Leisure 28 (3): 247–269. https://doi.org/10.1080/23750472.2022.2054853.
- Xiao, Min. 2019. “Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action.” Communication & Sport 8 (1): 92–122. https://doi.org/10.1177/2167479518819482.
- Yin, Robert K. 2015. Case Study Research: Design and Methods. 5th ed. Thousand Oaks, CA: Sage Publications.
- Zhao, Yupei, and Zhongxuan Lin. 2020. “Umbrella Platform of Tencent eSports Industry in China.” Journal of Cultural Economy 14 (1): 9–25. https://doi.org/10.1080/17530350.2020.1788625.
- Zhong, Yuchun, Kai Guo, Jiahong Su, and Samuel Kai Wah Chu. 2022. “The Impact of Esports Participation on the Development of 21st Century Skills in Youth: A Systematic Review.” Computers & Education 191: 104640. https://doi.org/10.1016/j.compedu.2022.104640.