Showing 1 - 20 results of 165 for search 'T1 (esports)', query time: 0.07s Refine Results
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    Esports physical exercise/performance matrix 1.0 country factsheets: results and analyses from Serbia by Xuanyu Zhou, Yuwen Hu, Radenko M. Matic, Radenko M. Matic, Stevo Popovic, Stevo Popovic, Stevo Popovic, Stevo Popovic

    Published 2025-01-01
    “…This study utilizes Serbia’s Esports Physical Exercise/Performance Matrix 1.0 framework, integrating recent peer-reviewed studies and nationally representative secondary data to evaluate these indicators. …”
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    Linear Programming as a Tool for Managing the Training Process of Esports Teams by Oksana Shynkaruk, Nataliia Byshevets, Alla Aloshyna, Olena Iakovenko, Kostiantyn Serhiienko, Valerii Pinchuk, Oleksandr Petryk, Ivan Lut

    Published 2025-01-01
    “…Based on the proposed algorithm, linear programming variants were developed, successfully addressing the task of automating the planning of esports team training. In contrast to Variant 1, Variant 2 offers an optimal distribution of time among different types of training (team training, individual training, physical activity sessions, etc.), considering the individual characteristics of players and the strategic goals of the team. …”
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    The Virtual Meets the Real in Sports World: Is There a Circular Effect Between Traditional Sports and eSports Fan Identification? by Andre Ferreira Gavinho Cardoso, Victor Manoel Cunha de Almeida

    Published 2023-01-01
    “…This study was designed to investigate the influence of eSports fan identification on traditional sports teams and vice-versa, specifically in cases where there is an intersection of soccer teams and the eSports world. …”
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    Content analysis of food and beverage marketing in global esports: sponsorships of the premier events, leagues, teams and players by Robin Ireland, John William Long, Sara Jordan Maksi, Francisco Javier López Frías, Travis D Masterson

    Published 2024-07-01
    “…Electronic sports, or ‘esports’, garners billions of viewership hours and is a consolidation of two major marketing outlets, online social media and sporting events, making it a focal point for food marketers and policy-makers.Methods The top 10 esports events and leagues were identified using data scraped between 1 January 2021 and 15 December 2021. …”
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