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Videogame playing is one of the most popular current leisure time activities. Its evolution includes the professionalization of this activity in the form of competitive gaming and now known as electronic sports (esports) ( Faust, Meyer, & Griffiths
, esports attracted a global audience of 385 million people ( Warman, 2017 ) and is a multibillion dollar business ( Pei, 2019 ; Perez, 2018 ), raising public health concerns ( Chung, Sum, & Chan, 2019 ; DiFrancisco-Donoghue, Balentine, Schmidt, & Zwibel
1 Introduction The COVID-19 pandemic led to the cancellation of sporting events around the world and people looked for alternative entertainment, so the popularity of esports increased. Esports allowed people to stay connected, even during the
Introduction Esports are organized video gaming competitions where individuals or teams compete in leagues and/or tournaments to win monetary prizes ( Greer, Rockloff, Browne, Hing, & King, 2019 ). Rather than betting
Introduction With the rapid developments in digital technology over the last decade, esports viewership has become increasingly popular. Betting on these professional video-game competitions closely resembles
Introduction The convergence of gambling and video gaming (hereafter referred to as gaming) has included the introduction of gambling-like activities (GLAs) into video games, such as loot boxes, esports betting, skin betting, and token wagering
A gamerek és e-sportolók személyes jellemzői, motivációi, valamint életminőségük vizsgálata a játszási szokások tükrében
Personal characteristics, motivation and quality of life of athletes and gamers in light of gaming habits
Irodalom Adinolf , S ., & Türkay S . ( 2018 ). Toxic behaviors in e-sports games: Player perceptions and coping strategies. CHI PLAY’18 Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion
professional sports competitions, excluding racing, minor sporting competitions, and esports, were cancelled or paused along with practically all other major sporting competitions around the globe ( Reuters, 2020 ). The Australian Football League (AFL) and
betting, including on traditional sports, esports and daily fantasy sports (DFS). Smartphones are now the predominant platform used for these activities ( Hing et al., 2021 ; Lopez-Gonzalez & Griffiths, 2018 ; Winters & Derevensky, 2020 ). While
, although not all skins can be traded ( Thorhauge & Neilson, 2021 ; Wardle, 2021 ). Skins with financial value can also be used to gamble via third-party websites on esports, games of chance and other competitive events ( Greer et al., 2019 ; Wardle, 2021