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題名:A Model of the Threats That Disreputable Behavior Present to Esports Sponsors
書刊名:Contemporary Management Research
作者:Freitas, Bruno Duarte AbreuContreras-Espinosa, Ruth SofiaCorreia, Pedro Álvaro Pereira
出版日期:2021
卷期:17:1
頁次:頁27-64
主題關鍵詞:EsportsSponsorshipDisreputable behaviorMarketingMarket analysis
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
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  • 點閱點閱:5
期刊論文
1.Funk, D. C.、Pizzo, A. D.、Baker, B. J.(2018)。eSport management: Embracing eSport education and research opportunities。Sport Management Review,21(1),7-13。  new window
2.Brickell, A.(2017)。Addressing integrity and regulatory risks in esports: The responsibility of the whole esports community。Gaming Law Review,21(8),603-609。  new window
3.Callus, P.、Potter, C.(2017)。Michezo Video: Nairobi's gamers and the developers who are promoting local content。Critical African Studies,9(3),302-326。  new window
4.Crompton, J.(1994)。Benefits and Risks Associated with Sponsorship of Major Events。Festival Management and Event Tourism,2(2),65-74。  new window
5.Crompton, J. L.(2015)。Potential negative outcomes from sports sponsorship。International Journal of Sports Marketing and Sponsorship,16(3),20-34。  new window
6.Cunningham, G. B.、Fairley, S.、Ferkins, L.、Kerwin, S.、Lock, D.、Shaw, S.、Wicker, P.(2018)。eSport: Construct specifications and implications for sport management。Sport Management Review,21(1),1-6。  new window
7.Gainsbury, S. M.、Abarbanel, B.、Blaszczynski, A.(2017)。Game on: comparison of demographic profiles, consumption behaviors, and gambling site selection criteria of esports and sports bettors。Gaming Law Review,21(8),575-587。  new window
8.Gainsbury, S. M.、Abarbanel, B.、Blaszczynski, A.(2017)。Intensity and gambling harms: exploring breadth of gambling involvement among esports bettors。Gaming Law Review,21(8),610-615。  new window
9.Griffiths, M.(2017)。The psychosocial impact of professional gambling, professional video gaming & eSports。Casino & Gaming International,28,59-63。  new window
10.Holden, J. T.(2018)。Trifling and Gambling with Virtual Money。UCLA Entertainment Law Review,25(1),41-96。  new window
11.Holden, J. T.、Ehrlich, S. C.(2017)。Esports, Skins Betting, and Wire Fraud Vulnerability。Gaming Law Review,21(8),566-574。  new window
12.Holden, J. T.、Kaburakis, A.、Rodenberg, R.(2017)。The Future Is Now: Esports Policy Considerations and Potential Litigation。Journal of Legal Aspects of Sport,27(1),46-78。  new window
13.Holden, J. T.、Kaburakis, A.、Rodenberg, R. M.(2018)。Esports: Children, stimulants and video-gaming-induced inactivity。Journal of Paediatrics and Child Health,54(8),830-831。  new window
14.Holden, J. T.、Rodenberg, R. M.、Kaburakis, A.(2017)。Esports Corruption: Gambling, Doping, and Global Governance。Maryland Journal of International Law,32(1),236-273。  new window
15.Jenny, S. E.、Keiper, M. C.、Taylor, B. J.、Williams, D. P.、Gawrysiak, J.、Manning, R. D.、Tutka, P. M.(2018)。eSports Venues: A New Sport Business Opportunity。Journal of Applied Sport Management,10(1),34-49。  new window
16.Kozachuk, J.、Foroughi, C. K.、Freeman, G.(2016)。Exploring electronic sports: An interdisciplinary approach。Proceedings of the Human Factors and Ergonomics Society 2016 Annual Meeting,60(1),2118-2122。  new window
17.Keiper, M. C.、Manning, R. D.、Jenny, S.、Olrich, T.、Croft, C.(2017)。No reason to LoL at LoL: the addition of esports to intercollegiate athletic departments。Journal for the Study of Sports and Athletes in Education,11(2),143-160。  new window
18.Kaye, L. K.、Pennington, C. R.、McCann, J. J.(2018)。Do casual gaming environments evoke stereotype threat? Examining the effects of explicit priming and avatar gender。Computers in Human Behavior,78,142-150。  new window
19.Lacey, R.、Close, A. G.(2013)。How fit connects service brand sponsors with consumers' passions for sponsored events。International Journal of Sports Marketing and Sponsorship,14(3),57-73。  new window
20.Lokhman, N.、Karashchuk, O.、Kornilova, O.(2018)。Analysis of eSports as a commercial activity。Problems and Perspectives in Management,16(1),207-213。  new window
21.Menti, D. C.、Araújo, D. C. D.(2017)。Violência de gênero contra mulheres no cenário dos eSports。Conexão-- Comunicação e Cultura,16(31),73-88。  new window
22.Martinelli, D.(2017)。Skin gambling: Have we found the millennial goldmine or imminent trouble?。Gaming Law Review,21(8),557-565。  new window
23.Manoli, A. E.(2018)。Sport marketing's past, present and future; an introduction to the special issue on contemporary issues in sports marketing。Journal of Strategic Marketing,26(1),1-5。  new window
24.Peša, A. R.、Čičin-Šain, D.、Blažević , T.(2017)。New business model in the growing e-sports industry。Poslovna izvrsnost,11(2),121-131。  new window
25.Owens, M. D.(2016)。What's in a Name? eSports, Betting, and Gaming Law。Gaming Law Review and Economics,20(7),567-570。  new window
26.Stivers, C.(2017)。The First Competitive Video Gaming Anti-Doping Policy and Its Deficiencies Under European Union Law。San Diego International Law Journal,18(2),263-294。  new window
27.Sylvester, R.、Rennie, P.(2017)。The world's fastest-growing sport: maximizing the economic success of esports whilst balancing regulatory concerns and ensuring the protection of those involved。Gaming Law Review,21(8),625-629。  new window
28.Yang, S.、Ha, S.(2014)。Brand knowledge transfer via sponsorship in the financial services industry。Journal of Services Marketing,28(6),452-459。  new window
29.Zolides, A.(2015)。Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding。Persona Studies,1(2),42-53。  new window
會議論文
1.Blackburn, J.、Kwak, H.(2014)。STFU NOOB! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games。The 23rd international conference on World wide web。Association for Computing Machinery。877-888。  new window
2.Neto, J. A. M.、Yokoyama, K. M.、Becker, K.(2017)。Studying Toxic Behavior Influence and Player Chat in an Online Video Game。The International Conference on Web Intelligence。ACM。26-33。  new window
3.Stein, V.、Scholz, T. M.(2016)。Sky is the Limit-- Esports as Entrepreneurial Innovator for Media Management。The International Congress on Interdisciplinarity in Social and Human Sciences。University of Algarve. CIEO-- Research Centre for Spatial and Organizational Dynamics。622-631。  new window
研究報告
1.(2019)。eSports audience size worldwide from 2012 to 2020, by type of viewers (in millions)。  new window
學位論文
1.Chalmet, X.(2015)。Sponsorship within eSports: Examining the Sponsorship Relationship Quality Constructs(碩士論文)。University of Gothenburg。  new window
2.Korpimies, S.(2017)。Sponsorships in eSports(學士論文)。Aalto University。  new window
圖書
1.Cressey, Donald R.(1973)。Other People's Money: A Study in the Social Psychology of Embezzlement。Montclair, NJ:Patterson Smith。  new window
2.Cohen, L.、Manion, L.、Morrison, K.(2018)。Research methods in education。Routledge。  new window
3.Albrecht, S. W.、Howe, K. R.、Rommey, M.(1984)。Deterring Fraud: The Internal Auditors' Perspective。Institute of Auditors Research Foundation。  new window
4.Brooks, G.、Aleem, A.、Button, M.(2013)。Fraud, Corruption and Sport。Palgrave Macmillan。  new window
5.ESA(2017)。2016 Annual Report。  new window
6.Gifford, C.(2017)。Gaming Record Breakers。Carlton Books Limited。  new window
7.Li, R.(2016)。Good luck have fun: the rise of eSports。Skyhorse Publishing。  new window
8.Lieberman, A.、Esgate, P.(2002)。The Entertainment Marketing Revolution: Bringing the Moguls, the Media, and the Magic to the World。Financial Times Prentice Hall。  new window
9.Mooney, C.(2018)。Inside the E-Sports Industry。Norwood House Press。  new window
10.Scholz, T. M.(2019)。eSports is Business: Management in the World of Competitive Gaming。Springer Nature。  new window
11.Shabir, N.(2017)。Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space。Independently published。  new window
12.Ströh, J. H. A.(2017)。The eSports Market and eSports Sponsoring。Tectum Verlag。  new window
13.Winnan, C. D.(2016)。An Entrepreneur's Guide to the Exploding World of eSports: Understanding the Commercial Significance of Counter-Strike, League of Legends and DotA 2。The Borderland Press。  new window
其他
1.(2018)。Libro blanco de los esports en España,http://www.aevi.org.es/web/wp-content/uploads/2018/05/ES_libroblanco_online.pdf。  new window
2.CGC Europe(2015)。Marketing Channel eSports-- How to get the attention of young adults?,http://docplayer.net/12867287-Marketing-channel-esports-how-to-get-the-attention-of-young-adults.html。  new window
3.Lee, J.(2017)。3 Awesome Social Networks Just for Gamers,https://www.makeuseof.com/tag/3-awesome-social-networks-just-for-gamers/。  new window
4.(2016)。Free 2016 Global Esports Market Report: An Overview of the Esports Market & its Valuable Audience,http://resources.newzoo.com/2016-esports-market-and-esports-audience。  new window
5.(2018)。Free 2018 Global Esports Market Report,http://resources.newzoo.com/2018-global-esports-market-report-light。  new window
6.Pike, N.,Master, S.(2017)。The Esports Playbook: Maximizing your investment through understanding the fans,http://www.nielsen.com/us/en/insights/reports/2017/the-esports-playbook-maximizing-investment-through-understanding-the-fans.html。  new window
7.(2020)。Most viewed games,https://platform.newzoo.com/rankings/streaming。  new window
8.SuperData(2015)。eSports: The market brief 2015,https://pt.scribd.com/document/269675603/ESports-Market-Brief-2015-SuperData-Research。  new window
圖書論文
1.Brenda, H. K. S.(2017)。Spectating the Rift: A Study into eSports Spectatorship。eSports Yearbook 2015/16。Books on Demand GmbH。  new window
2.Billings, A. C.、Rodgers, E. B. D.、Rodgers, R. P.、Wiggins, B. P.(2019)。Esports Spectator Motivation。Understanding Esports: An Introduction to the Global Phenomenon。Rowman & Littlefield。  new window
3.Christophers, J.(2011)。Why Cheating Is A Crime-- The ESL Wire Story。eSports Yearbook 2010。Books on Demand GmbH。  new window
4.Goetomo, F.(2017)。eSports in Korea: A Study on League of Legends Team Performances on the Share Price of Owning Corporations。eSports Yearbook 2015/16。Books on Demand GmbH。  new window
5.Hiltscher, J.、Scholz, T. M.(2017)。[eSports Yearbook 2015/16] Preface。eSports Yearbook 2015/16。Books on Demand GmbH。  new window
6.Kuhn, K. A. L.(2009)。The Market Structure and Characteristics of Electronic Games。Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies。Information Science Reference。  new window
7.Menasce, R. M.(2019)。From Casual to Professional: How Brazilians Achieved eSports Success in Counter-Strike: Global Offensive。eSports Yearbook 2017/18。Books on Demand GmbH。  new window
8.Mah, J.(2011)。The Globe of eSports: Our Cultures, Our Worlds。eSports Yearbook 2010。Books on Demand GmbH。  new window
9.Misra, A.、Danwani, A.(2012)。The world of eSports-- Through a Girl Gamer's Eye。eSports Yearbook 2011/12。Books on Demand GmbH。  new window
 
 
 
 
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