Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.11861/10437
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dc.contributor.authorDr. KE Xiaobo, Boben_US
dc.contributor.authorWagner, Christianen_US
dc.date.accessioned2024-09-05T02:25:10Z-
dc.date.available2024-09-05T02:25:10Z-
dc.date.issued2022-
dc.identifier.citationManaging Sport and Leisure, 2022, vol. 27(1-2), pp. 152-157.en_US
dc.identifier.issn2375-0472-
dc.identifier.issn2375-0480-
dc.identifier.urihttp://hdl.handle.net/20.500.11861/10437-
dc.description.abstractThe COVID-19 outbreak leads to the sudden lockdown of sports businesses across the world. Due to the difficulty of generating sports content as usual amid the global pandemic, some sports organizations around the world, resort to esports. Concretely, sports organizations let their professional athletes compete virtually in video games to produce competitive entertainment for the audience. Such “mixed” competitive entertainment attracts a high spectatorship and significant social media attention. This commentary seeks to provide a research-based explanation of the phenomenon and predict future developments.en_US
dc.language.isoenen_US
dc.relation.ispartofManaging Sport and Leisureen_US
dc.titleGlobal pandemic compels sport to move to esports: Understanding from brand extension perspectiveen_US
dc.typePeer Reviewed Journal Articleen_US
dc.identifier.doihttps://doi.org/10.1080/23750472.2020.1792801-
item.fulltextNo Fulltext-
crisitem.author.deptDepartment of Applied Data Science-
Appears in Collections:Applied Data Science - Publication
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