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Esports meets human-computer interaction

Bibliographic Data

ID15323908
AuthorsSimone Kriglstein (0000-0001-7817-5589, Masaryk University, Austrian Institute of Technology, and University of Vienna, corresponding author), Anna Lisa Martin-Niedecken (Zurich University of the Arts), Anna Lisa Martin‐niedecken (0000-0001-8726-1120, Zurich University of the Arts), Josef Spjut (0000-0001-5483-7867, Nvidia), Nicole B Damen (University of Nebraska at Omaha), Selen Türkay (0000-0001-8684-2070, Queensland University of Technology, Brisbane), Anders Drachen (0000-0002-1002-0414, University of Southern Denmark)
Year2022
Volume29
Issue3
Pages42-47
Publication date2022-05-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
Venueinteractions (JOURNAL)
Journal identifiersISSN: 1072-5520 • E-ISSN: 1558-3449
PublisherAssociation for Computing Machinery (PUBLISHER • US)
DOI10.1145/3524855
OpenAlexW4225274962
LanguageEN
References cited6

people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

Citation · Library science · Media studies · Open university · Sociology · Computer Science · Digital Games and Media · Engineering · Impact of Technology on Adolescents · Innovative Human-Technology Interaction

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    Open Access•Sascha Ketelhut, Anna Lisa Martin-Niedecken et al.•Frontiers in Sports and Active…•2021

Citation velocityhistorical
Highly citedNo

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