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題名:運動競技新模式:參與者對虛實整合運動競技模式的接受度探討
書刊名:運動休閒管理學報
作者:王凱立蕭敬安
作者(外文):Wang, Kai-liSiow, Chin An
出版日期:2021
卷期:18:1
頁次:頁99-111
主題關鍵詞:數位科技運動虛實整合電子競技Digital technologyPhysical-digital hybrid sportE-sport
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:0
  • 點閱點閱:2
期刊論文
1.Seo, Yuri、Jung, Sang-Uk(2016)。Beyond solitary play in computer games: The social practices of eSports。Journal of Consumer Culture,16(3),635-655。  new window
2.Hamari, J.、Sjöblom, M.(2017)。What is eSports and why do people watch it?。Internet Research,27(2),211-232。  new window
3.Pizzo, A. D.、Baker, B. J.、Na, S.、Lee, M. A.、Kim, D.、Funk, D. C.(2018)。eSport vs. Sport: A comparison of spectator motives。Sport Marketing Quarterly,27(2),108-123。  new window
4.Hallmann, K.、Giel, T.(2018)。eSports--Competitive sports or recreational activity?。Sport Management Review,21(1),14-20。  new window
5.Rosell Llorens, M.(2017)。eSport gaming: The rise of a new sports practice。Sport, Ethics and Philosophy,11(4),464-476。  new window
6.中華民國電子競技運動協會(20191000)。電子競技產業發展之國際現勢。國民體育季刊,48(3)=199,4-9+91。  延伸查詢new window
7.Himmelstein, D.、Liu, Y.、Shapiro, J. L.(2017)。An exploration of mental skills among competitive league of legend players。International Journal of Gaming and Computer-Mediated Simulations,9(2),1-21。  new window
8.Kane, D.、Spradley, B.(2017)。Recognizing eSports as a sport。The Sport Journal。  new window
9.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
10.Leveaux, R. R.(2010)。Facilitating referee's decision making in sport via the application of technology。Communications of the IBIMA,2010,1-8。  new window
11.Li, B.、Dittmore, S. W.、Scott, O. K.、Lo, W. J.、Stokowski, S.(2019)。Why we follow: Examining motivational differences in following sport organizations on Twitter and Weibo。Sport Management Review,22(3),335-347。  new window
12.Stavros, C.、Meng, M. D.、Westberg, K.、Farrelly, F.(2014)。Understanding fan motivation for interacting on social media。Sport Management Review,17(4),455-469。  new window
13.Nevill, A.、Atkinson, G.、Hughes, M.(2008)。Twenty-five years of sport performance research in the Journal of Sports Sciences。Journal of sports sciences,26(4),413-426。  new window
會議論文
1.Caya, O.、Bourdon, A.(2016)。A framework of value creation from business intelligence and analytics in competitive sports。2016 49th Hawaii International Conference on System Sciences。IEEE。  new window
2.Goebeler, L.、Standaert, W.、Xiao, X.(2021)。Hybrid sport configurations: The intertwining of the physical and the digital。University of Hawai'i at Manoa。  new window
3.Gruettner, A.(2019)。What we know and what we do not know about digital technologies in the sports industry。Americas Conference on Information Systems。  new window
4.Polman, R.、Trotter, M.、Poulus, D.、Borkoles, E.(2018)。eSport: Friend or Foe?。The Joint International Conference on Serious Games, 4th Joint International Conference。Springer。  new window
5.Standaert, W.、Jarvenpaa, S.(2016)。Formula E: Next generation motorsport with next generation fans。International Conference on Information Systems。  new window
圖書
1.Guttmann, Allen(2004)。From Ritual to Record: The Nature of Modern Sports。New York:Columbia University Press。  new window
2.Taylor, T. L.(2012)。Raising the stakes: E-sports and the professionalization of computer Gaming。MIT Press。  new window
其他
1.(2020)。2020投資洞察--電競市場的龐大成長潛力,https://www.dbs.com.tw/insights/post/trend-20q1-esport/index.html。  延伸查詢new window
2.張威威(20170420)。出海記|阿裡體育將電競納入亞奧賽事2022年亮相亞運會,http://www.cankaoxiaoxi.com/finance/20170420/1905859.shtml。  延伸查詢new window
3.教育部體育署(2016)。電子競技納為體育運動合適性評估報告,教育部。  延伸查詢new window
4.黃毓瑩(20171031)。《商業興觀點》健康科技創新商業模式,https://www.cdri.org.tw/xcdoc/cont?xsmsid=0H270572678476094046&sid=0H304369480928936985。  延伸查詢new window
5.Emilia, B(20180823)。Why the 2018 Asian Games is a breakthrough for eSports,https://qualitance.com/blog/2018-asiangames-esports-breakthrough/。  new window
6.Fan, F. F.(20170418)。Alisports, Olympic Council of Asia form e-sports partnership,http://www.chinadaily.com.cn/business/2017-04/18/content_28970579.htm。  new window
7.Kurt, L.(20190410)。Esports will not be in the 2022 Asian Games,https://www.oneesports.gg/aov/esports-excludedfrom-the-2022-asian-games-in-china/。  new window
8.Newzoo(20200625)。Newzoo Global Games Market Report 2020,https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2020-light-version。  new window
9.Rebekah, V.(20180924)。How AliSports plans to turn the corner and turn a profit in esports,https://www.gamesindustry.biz/articles/2018-09-21-how-alisports-plans-to-turn-breaking-even-into-a-profitable-esports-venture。  new window
10.The 19th Asian Games Hangzhou 2022 Organising Committee(20201216)。Esports, breaking join Hangzhou 2022 Asian Games event program,https://www.hangzhou2022.cn/En/presscenter/spotnews/LatestNews/202012/t20201217_15862.shtml。  new window
圖書論文
1.Wagner, M.(2007)。Competing in metagame game space - esports as the first professionalized metagame。Space time play: Computer games, architecture and urbanism - The next level。Birkhauser。  new window
 
 
 
 
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