{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,8]],"date-time":"2026-01-08T23:21:16Z","timestamp":1767914476273,"version":"3.49.0"},"reference-count":92,"publisher":"Emerald","issue":"4","license":[{"start":{"date-parts":[[2024,3,15]],"date-time":"2024-03-15T00:00:00Z","timestamp":1710460800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["IMDS"],"published-print":{"date-parts":[[2024,4,12]]},"abstract":"<jats:sec><jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title><jats:p>Research on electric sports (eSports) has experienced significant growth in recent years as a consequence of increasing connectivity, institutionalization, and technological advances. However, the interdisciplinary nature of the eSports as a field and the burgeoning growth in eSports articles have rendered it necessary to conduct a systematic review of extant literature to take stock of the knowledge accumulated. To this end, we aim to undertake a comprehensive review of extant literature that takes stock of published research to derive opportunities for future research in the realm of eSports. In so doing, we contribute to the advancement of the field by mapping out the knowledge trajectory of eSports research and elucidating areas that have remained underexplored thus far.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title><jats:p>To conduct systematic review of the eSports literature, we employed a framework that included six essential steps: protocol, search, appraisal, synthesis, analysis, and report. This comprehensive approach enables us to meticulously investigate the existing body of literature on eSports and identify key trends and topics addressed within the field. By conducting the multidisciplinary systematic literature review, we thoroughly assess the current state of eSports literature and subsequently outline potential research avenues that can contribute to eSports fields.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Findings<\/jats:title><jats:p>This study draws on a six-phase framework \u2013 member preparation, team formation, character selection, team coordination, team performance, and team reflection \u2013 to illustrate the roles played by different levels of analysis unit (i.e. characters, players, and teams) and three distinct yet interconnected stages (i.e. inputs, process, and outputs) within eSports games as well as the research opportunities it brings.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title><jats:p>We conducted a rigorous systematic review of the eSports literature by using quantitative citation analysis and qualitative content analysis. Furthermore, we adopted team dynamic view of eSports to identify potential research avenues for future research that contribute to advancing our understanding of the eSports tournaments.<\/jats:p><\/jats:sec>","DOI":"10.1108\/imds-06-2023-0423","type":"journal-article","created":{"date-parts":[[2024,3,13]],"date-time":"2024-03-13T01:48:15Z","timestamp":1710294495000},"page":"1531-1557","source":"Crossref","is-referenced-by-count":4,"title":["Knowledge trajectory of eSports as an emerging field of research"],"prefix":"10.1108","volume":"124","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-6282-6321","authenticated-orcid":false,"given":"Jiantao","family":"Zhu","sequence":"first","affiliation":[]},{"ORCID":"https:\/\/orcid.org\/0009-0009-6144-1030","authenticated-orcid":false,"given":"Chuhan","family":"Cao","sequence":"additional","affiliation":[]},{"ORCID":"https:\/\/orcid.org\/0000-0003-3854-7821","authenticated-orcid":false,"given":"Hefu","family":"Liu","sequence":"additional","affiliation":[]},{"ORCID":"https:\/\/orcid.org\/0000-0003-3317-8406","authenticated-orcid":false,"given":"Eric Tze Kuan","family":"Lim","sequence":"additional","affiliation":[]},{"ORCID":"https:\/\/orcid.org\/0000-0003-4245-541X","authenticated-orcid":false,"given":"Chee-Wee","family":"Tan","sequence":"additional","affiliation":[]}],"member":"140","published-online":{"date-parts":[[2024,3,15]]},"reference":[{"key":"key2024041212300288500_ref001","article-title":"Analyzing factors contributing to the success of a team in dota 2","year":"2018"},{"issue":"2","key":"key2024041212300288500_ref002","doi-asserted-by":"publisher","first-page":"351","DOI":"10.1007\/s10899-018-9763-1","article-title":"The psychology of esports: a systematic literature review","volume":"35","year":"2019","journal-title":"Journal of Gambling Studies"},{"key":"key2024041212300288500_ref003","first-page":"1","article-title":"Success factors for e-sport games","year":"2013"},{"key":"key2024041212300288500_ref004","first-page":"2254","article-title":"Pioneering eSport: the experience economy and the marketing of early 1980s arcade gaming contests","volume":"7","year":"2013","journal-title":"International Journal of Communication"},{"issue":"4","key":"key2024041212300288500_ref005","doi-asserted-by":"publisher","first-page":"418","DOI":"10.1177\/2167479517727286","article-title":"Intersections of fandom in the age of interactive media: eSports fandom as a predictor of traditional sport fandom","volume":"6","year":"2018","journal-title":"Communication and Sport"},{"issue":"3","key":"key2024041212300288500_ref006","doi-asserted-by":"publisher","first-page":"359","DOI":"10.1002\/asi.20317","article-title":"CiteSpace II: Detecting and visualizing emerging trends and transient patterns in scientific literature","volume":"57","year":"2006","journal-title":"Journal of the American Society for Information Science and Technology"},{"key":"key2024041212300288500_ref007","volume-title":"CiteSpace: A Practical Guide for Mapping Scientific Literature","year":"2016"},{"issue":"2","key":"key2024041212300288500_ref008","doi-asserted-by":"publisher","first-page":"334","DOI":"10.1002\/asi.22968","article-title":"Patterns of connections and movements in dual\u2010map overlays: a new method of publication portfolio analysis","volume":"65","year":"2014","journal-title":"Journal of the Association for Information Science and Technology"},{"issue":"7","key":"key2024041212300288500_ref009","doi-asserted-by":"publisher","first-page":"1386","DOI":"10.1002\/asi.21309","article-title":"The structure and dynamics of cocitation clusters: a multiple\u2010perspective cocitation analysis","volume":"61","year":"2010","journal-title":"Journal of the American Society for Information Science and Technology"},{"issue":"5","key":"key2024041212300288500_ref010","doi-asserted-by":"publisher","first-page":"1931","DOI":"10.1007\/s11423-022-10130-y","article-title":"Exploring the use of technology among newly arrived children in Hong Kong: from an e-sports and cultural capital perspective","volume":"70","year":"2022","journal-title":"Etr&D-Educational Technology Research and Development"},{"issue":"1","key":"key2024041212300288500_ref011","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1287\/orsc.2020.1376","article-title":"Extemporaneous coordination in specialist teams: the familiarity complementarity","volume":"31","year":"2021","journal-title":"Organization Science"},{"issue":"1","key":"key2024041212300288500_ref012","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1016\/j.smr.2017.11.002","article-title":"eSport: construct specifications and implications for sport management","volume":"21","year":"2018","journal-title":"Sport Management Review"},{"key":"key2024041212300288500_ref013","doi-asserted-by":"publisher","first-page":"130","DOI":"10.1609\/aiide.v15i1.5235","article-title":"Role identification for accurate analysis in dota 2","volume-title":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","year":"2019"},{"issue":"1-2","key":"key2024041212300288500_ref014","doi-asserted-by":"publisher","first-page":"95","DOI":"10.1007\/s10606-017-9299-4","article-title":"Understanding eSports team formation and coordination","volume":"28","year":"2019","journal-title":"Computer Supported Cooperative Work (CSCW)"},{"key":"key2024041212300288500_ref015","first-page":"435","article-title":"Social support in eSports: building emotional and esteem support from instrumental support interactions in a highly competitive environment","year":"2017"},{"key":"key2024041212300288500_ref016","volume-title":"Computer Games and New Media Cultures: A Handbook of Digital Games Studies","year":"2012"},{"issue":"1","key":"key2024041212300288500_ref017","doi-asserted-by":"publisher","first-page":"7","DOI":"10.1016\/j.smr.2017.07.008","article-title":"eSport management: embracing eSport education and research opportunities","volume":"21","year":"2018","journal-title":"Sport Management Review"},{"issue":"2","key":"key2024041212300288500_ref018","doi-asserted-by":"publisher","first-page":"119","DOI":"10.1177\/0165551504042802","article-title":"Historiographic mapping of knowledge domains literature","volume":"30","year":"2004","journal-title":"Journal of Information Science"},{"issue":"3","key":"key2024041212300288500_ref019","doi-asserted-by":"publisher","first-page":"173","DOI":"10.1016\/j.joi.2009.03.009","article-title":"From the science of science to Scientometrics visualizing the history of science with HistCite software","volume":"3","year":"2009","journal-title":"Journal of Informetrics"},{"issue":"6","key":"key2024041212300288500_ref020","doi-asserted-by":"publisher","first-page":"736","DOI":"10.1080\/01402390.2019.1631810","article-title":"How does the offense-defense balance scale?","volume":"42","year":"2019","journal-title":"Journal of Strategic Studies"},{"issue":"1","key":"key2024041212300288500_ref021","doi-asserted-by":"publisher","first-page":"7","DOI":"10.5465\/amj.2017.0218","article-title":"Examining the \u2018I\u2019 in team: a longitudinal investigation of the influence of team narcissism composition on team outcomes in the NBA","volume":"63","year":"2020","journal-title":"Academy of Management Journal"},{"issue":"5","key":"key2024041212300288500_ref022","doi-asserted-by":"publisher","first-page":"4072","DOI":"10.1609\/aaai.v35i5.16528","article-title":"Neuralac: learning cooperation and competition effects for match outcome prediction","volume":"35","year":"2021","journal-title":"Proceedings of the AAAI Conference on Artificial Intelligence"},{"issue":"2","key":"key2024041212300288500_ref023","doi-asserted-by":"publisher","first-page":"430","DOI":"10.1287\/isre.2018.0812","article-title":"Selling virtual currency in digital games: implications for gameplay and social welfare","volume":"30","year":"2019","journal-title":"Information Systems Research"},{"issue":"1","key":"key2024041212300288500_ref024","doi-asserted-by":"publisher","first-page":"14","DOI":"10.1016\/j.smr.2017.07.011","article-title":"eSports\u2013Competitive sports or recreational activity?","volume":"21","year":"2018","journal-title":"Sport Management Review"},{"issue":"3","key":"key2024041212300288500_ref025","doi-asserted-by":"publisher","first-page":"125","DOI":"10.1016\/j.ijinfomgt.2017.01.006","article-title":"Why do people play games? A meta-analysis","volume":"37","year":"2017","journal-title":"International Journal of Information Management"},{"issue":"2","key":"key2024041212300288500_ref026","doi-asserted-by":"publisher","first-page":"211","DOI":"10.1108\/intr-04-2016-0085","article-title":"What is eSports and why do people watch it?","volume":"27","year":"2017","journal-title":"Internet Research"},{"issue":"3","key":"key2024041212300288500_ref027","doi-asserted-by":"publisher","first-page":"601","DOI":"10.1177\/00018392231166635","article-title":"The dynamics of team learning: harmony and rhythm in teamwork arrangements for innovation","volume":"68","year":"2023","journal-title":"Administrative Science Quarterly"},{"issue":"1","key":"key2024041212300288500_ref028","doi-asserted-by":"publisher","first-page":"72","DOI":"10.1287\/mnsc.2019.3528","article-title":"How to play fantasy sports strategically (and win)","volume":"67","year":"2020","journal-title":"Management Science"},{"issue":"1","key":"key2024041212300288500_ref029","doi-asserted-by":"publisher","first-page":"21","DOI":"10.1016\/j.smr.2017.07.002","article-title":"Embracing the sportification of society: defining e-sports through a polymorphic view on sport","volume":"21","year":"2018","journal-title":"Sport Management Review"},{"issue":"2","key":"key2024041212300288500_ref030","doi-asserted-by":"publisher","first-page":"1","DOI":"10.4018\/ijgcms.2017040101","article-title":"An exploration of mental skills among competitive league of legend players","volume":"9","year":"2017","journal-title":"International Journal of Gaming and Computer-Mediated Simulations"},{"key":"key2024041212300288500_ref031","article-title":"Intra-team ties and team performance: evidence from team-based games","year":"2021"},{"issue":"6","key":"key2024041212300288500_ref032","doi-asserted-by":"publisher","first-page":"851","DOI":"10.1177\/1461444808096248","article-title":"Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games","volume":"10","year":"2008","journal-title":"New Media and Society"},{"issue":"2","key":"key2024041212300288500_ref033","first-page":"163","article-title":"An overview of bibliometrics: its measurements, laws and their applications","volume":"35","year":"1985","journal-title":"Libri (Copenhagen)"},{"issue":"1","key":"key2024041212300288500_ref034","doi-asserted-by":"publisher","first-page":"133","DOI":"10.1089\/cpb.2006.9981","article-title":"Appeal of playing online first person shooter games","volume":"10","year":"2007","journal-title":"Cyberpsychology and Behavior"},{"issue":"1","key":"key2024041212300288500_ref035","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1080\/00336297.2016.1144517","article-title":"Virtual (ly) athletes: where eSports fit within the definition of \u2018Sport\u2019","volume":"69","year":"2017","journal-title":"Quest"},{"issue":"1","key":"key2024041212300288500_ref036","doi-asserted-by":"publisher","first-page":"34","DOI":"10.18666\/jasm-2018-v10-i1-8469","article-title":"eSports venues: a new sport business opportunity","volume":"10","year":"2018","journal-title":"Journal of Applied Sport Management"},{"issue":"2","key":"key2024041212300288500_ref037","first-page":"397","article-title":"Modeling and analysis of features of team play strategies in eSports applications","volume":"14","year":"2018"},{"issue":"1","key":"key2024041212300288500_ref038","doi-asserted-by":"publisher","first-page":"43","DOI":"10.1515\/pcssr-2017-0010","article-title":"Reconsidering esport: economics and executive ownership","volume":"74","year":"2017","journal-title":"Physical Culture Sport: Studies and Research"},{"key":"key2024041212300288500_ref039","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/CIG.2019.8847997","article-title":"Time to die: death prediction in dota 2 using deep learning","volume-title":"2019 IEEE Conference on Games (CoG)","year":"2019"},{"issue":"2","key":"key2024041212300288500_ref040","doi-asserted-by":"publisher","first-page":"143","DOI":"10.1080\/19357397.2017.1316001","article-title":"No reason to LoL at LoL: the addition of esports to intercollegiate athletic departments","volume":"11","year":"2017","journal-title":"Journal for the Study of Sports and Athletes in Education"},{"key":"key2024041212300288500_ref041","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1007\/s11469-018-0009-3","article-title":"Video game monetization (eg,\u2018loot boxes'): a blueprint for practical social responsibility measures","volume":"17","year":"2018","journal-title":"International Journal of Mental Health and Addiction"},{"key":"key2024041212300288500_ref042","article-title":"A content analysis of sports analytics resistance","year":"2016"},{"issue":"2","key":"key2024041212300288500_ref043","doi-asserted-by":"publisher","first-page":"578","DOI":"10.5465\/amj.2019.1293","article-title":"The role of attribution in learning from performance feedback: behavioral perspective on the choice between alliances and acquisitions","volume":"66","year":"2023","journal-title":"Academy of Management Journal"},{"issue":"1","key":"key2024041212300288500_ref044","doi-asserted-by":"publisher","first-page":"211","DOI":"10.1109\/tvcg.2016.2598415","article-title":"A visual analytics approach for understanding reasons behind snowballing and comeback in moba games","volume":"23","year":"2016","journal-title":"IEEE Transactions on Visualization Computer Graphics"},{"issue":"1","key":"key2024041212300288500_ref045","doi-asserted-by":"publisher","first-page":"3","DOI":"10.1080\/23270012.2016.1214540","article-title":"Traversing knowledge networks: an algorithmic historiography of extant literature on the Internet of Things (IoT)","volume":"4","year":"2017","journal-title":"Journal of Management Analytics"},{"issue":"4","key":"key2024041212300288500_ref046","doi-asserted-by":"publisher","first-page":"464","DOI":"10.1080\/17511321.2017.1318947","article-title":"eSport gaming: the rise of a new sports practice","volume":"11","year":"2017","journal-title":"Sport Ethics and Philosophy"},{"issue":"12","key":"key2024041212300288500_ref047","doi-asserted-by":"publisher","first-page":"1948","DOI":"10.1002\/asi.20903","article-title":"Main\u2010path analysis and path\u2010dependent transitions in HistCite\u2122\u2010based historiograms","volume":"59","year":"2008","journal-title":"Journal of the American Society for Information Science and Technology"},{"key":"key2024041212300288500_ref048","doi-asserted-by":"publisher","first-page":"344","DOI":"10.1016\/j.chb.2017.11.027","article-title":"Investigating relationships between video gaming, spectating esports, and gambling","volume":"80","year":"2018","journal-title":"Computers in Human Behavior"},{"issue":"1","key":"key2024041212300288500_ref049","doi-asserted-by":"publisher","first-page":"20","DOI":"10.1177\/1461444818786216","article-title":"eSports, skins and loot boxes: participants, practices and problematic behaviour associated with emergent forms of gambling","volume":"21","year":"2019","journal-title":"New Media and Society"},{"key":"key2024041212300288500_ref050","doi-asserted-by":"publisher","first-page":"208","DOI":"10.1016\/j.chb.2015.01.056","article-title":"e-Sports: playing just for fun or playing to satisfy life goals?","volume":"48","year":"2015","journal-title":"Computers in Human Behavior"},{"issue":"1","key":"key2024041212300288500_ref051","doi-asserted-by":"publisher","first-page":"9","DOI":"10.1177\/1555412019838095","article-title":"Does streaming esports affect players' behavior and performance?","volume":"15","year":"2020","journal-title":"Games and Culture"},{"issue":"1","key":"key2024041212300288500_ref052","doi-asserted-by":"publisher","first-page":"11","DOI":"10.1515\/jqas-2019-0096","article-title":"Smart kills and worthless deaths: eSports analytics for League of Legends","volume":"17","year":"2020","journal-title":"Journal of Quantitative Analysis in Sports"},{"key":"key2024041212300288500_ref053","doi-asserted-by":"publisher","DOI":"10.1016\/j.mex.2019.100777","article-title":"Method for conducting systematic literature review and meta-analysis for environmental science research","volume":"7","year":"2020","journal-title":"MethodsX"},{"issue":"3","key":"key2024041212300288500_ref054","doi-asserted-by":"publisher","first-page":"926","DOI":"10.5465\/amj.2018.0875","article-title":"Performance benefits of reciprocal vicarious learning in teams","volume":"64","year":"2021","journal-title":"Academy of Management Journal"},{"issue":"1","key":"key2024041212300288500_ref055","doi-asserted-by":"publisher","DOI":"10.5465\/ambpp.2015.18725abstract","article-title":"Team vs team: success factors in a multiplayer online battle arena game","volume":"2015","year":"2015","journal-title":"Academy of Management Proceedings"},{"key":"key2024041212300288500_ref056","unstructured":"Newzoo (2022), \u201cGlobal esports & live streaming market report\u201d, available at: https:\/\/newzoo.com\/products\/reports\/global-esports-live-streaming-market-report\/"},{"key":"key2024041212300288500_ref057","article-title":"A guide to conducting a systematic literature review of information systems research","year":"2010"},{"issue":"1","key":"key2024041212300288500_ref058","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1038\/s41467-020-19244-4","article-title":"Navigating the landscape of multiplayer games","volume":"11","year":"2020","journal-title":"Nature Communications"},{"key":"key2024041212300288500_ref059","article-title":"Success in eSports: does country matter?","year":"2015"},{"issue":"3","key":"key2024041212300288500_ref060","doi-asserted-by":"publisher","first-page":"186","DOI":"10.1109\/tpc.2016.2583319","article-title":"Global virtual team performance: the effect of coordination effectiveness, trust, and team cohesion","volume":"59","year":"2016","journal-title":"IEEE Transactions on Professional Communication"},{"key":"key2024041212300288500_ref061","article-title":"Value creation through sponsorship in electronic sports","year":"2015"},{"issue":"2","key":"key2024041212300288500_ref062","doi-asserted-by":"publisher","first-page":"108","DOI":"10.32731\/smq.272.062018.04","article-title":"eSport vs sport: a comparison of spectator motives","volume":"27","year":"2018","journal-title":"Sport Marketing Quarterly"},{"key":"key2024041212300288500_ref063","doi-asserted-by":"publisher","first-page":"55","year":"2013","DOI":"10.1109\/CBI.2013.17"},{"key":"key2024041212300288500_ref064","first-page":"345","article-title":"Machine learning approaches to choose heroes in dota 2","year":"2019"},{"issue":"4","key":"key2024041212300288500_ref065","doi-asserted-by":"publisher","first-page":"458","DOI":"10.1080\/16184742.2019.1630464","article-title":"It is in the game: dimensions of esports online spectator motivation and development of a scale","volume":"20","year":"2020","journal-title":"European Sport Management Quarterly"},{"key":"key2024041212300288500_ref066","volume-title":"Multiplayer: The Social Aspects of Digital Gaming","year":"2013"},{"issue":"1","key":"key2024041212300288500_ref067","first-page":"27","article-title":"Future perspectives on next generation e-sports infrastructure and exploring their benefits","volume":"3","year":"2009","journal-title":"International Journal of Sports Science and Engineering"},{"issue":"1","key":"key2024041212300288500_ref068","doi-asserted-by":"publisher","first-page":"32","DOI":"10.1177\/1555412019840892","article-title":"Esports research: a literature review","volume":"15","year":"2020","journal-title":"Games and Culture"},{"issue":"4","key":"key2024041212300288500_ref069","doi-asserted-by":"publisher","first-page":"295","DOI":"10.1177\/0193723518773287","article-title":"Women's experiences in eSports: gendered differences in peer and spectator feedback during competitive video game play","volume":"42","year":"2018","journal-title":"Journal of Sport and Social Issues"},{"key":"key2024041212300288500_ref070","article-title":"Esports analytics through encounter detection","year":"2016"},{"key":"key2024041212300288500_ref071","article-title":"Applications of machine learning in Dota 2: literature review and practical knowledge sharing","year":"2016"},{"issue":"13-14","key":"key2024041212300288500_ref072","doi-asserted-by":"publisher","first-page":"1542","DOI":"10.1080\/0267257x.2013.822906","article-title":"Electronic sports: a new marketing landscape of the experience economy","volume":"29","year":"2013","journal-title":"Journal of Marketing Management"},{"issue":"1","key":"key2024041212300288500_ref073","doi-asserted-by":"publisher","first-page":"264","DOI":"10.1016\/j.jbusres.2015.07.039","article-title":"Professionalized consumption and identity transformations in the field of eSports","volume":"69","year":"2016","journal-title":"Journal of Business Research"},{"issue":"3","key":"key2024041212300288500_ref074","doi-asserted-by":"publisher","first-page":"635","DOI":"10.1177\/1469540514553711","article-title":"Beyond solitary play in computer games: the social practices of eSports","volume":"16","year":"2016","journal-title":"Journal of Consumer Culture"},{"key":"key2024041212300288500_ref075","doi-asserted-by":"publisher","first-page":"985","DOI":"10.1016\/j.chb.2016.10.019","article-title":"Why do people watch others play video games? An empirical study on the motivations of Twitch users","volume":"75","year":"2017","journal-title":"Computers in Human Behavior"},{"key":"key2024041212300288500_ref076","first-page":"1","article-title":"Understanding esports from the perspective of team dynamics","volume":"21","year":"2018","journal-title":"The Sport Journal"},{"issue":"3","key":"key2024041212300288500_ref077","doi-asserted-by":"publisher","first-page":"832","DOI":"10.1016\/j.chb.2011.12.003","article-title":"The social side of gaming: how playing online computer games creates online and offline social support","volume":"28","year":"2012","journal-title":"Computers in Human Behavior"},{"issue":"11","key":"key2024041212300288500_ref078","doi-asserted-by":"publisher","first-page":"3463","DOI":"10.12988\/ces.2018.87352","article-title":"Scientometric analysis of research on eSports from 2007 to 2017","volume":"70","year":"2018","journal-title":"Contemporary Engineering Sciences"},{"key":"key2024041212300288500_ref079","doi-asserted-by":"publisher","first-page":"350","DOI":"10.1038\/s41586-019-1724-z","article-title":"Grandmaster level in StarCraft II using multi-agent reinforcement learning","volume":"575","year":"2019","journal-title":"Nature"},{"key":"key2024041212300288500_ref080","volume-title":"Predicting Multiplayer Online Battle Arena (Moba) Game Outcome Based on Hero Draft Data","year":"2016"},{"issue":"3","key":"key2024041212300288500_ref081","doi-asserted-by":"publisher","first-page":"243","DOI":"10.1109\/tciaig.2015.2466240","article-title":"Thinking style and team competition game performance and enjoyment","volume":"7","year":"2015","journal-title":"IEEE Transactions on Computational Intelligence and AI in Games"},{"issue":"8","key":"key2024041212300288500_ref082","doi-asserted-by":"publisher","first-page":"987","DOI":"10.1177\/1527002519859417","article-title":"ESport superstars","volume":"20","year":"2019","journal-title":"Journal of Sports Economics"},{"issue":"4","key":"key2024041212300288500_ref083","doi-asserted-by":"publisher","first-page":"307","DOI":"10.1007\/s12525-013-0127-5","article-title":"Virtual worlds in competitive contexts: analyzing eSports consumer needs","volume":"23","year":"2013","journal-title":"Electronic Markets"},{"key":"key2024041212300288500_ref084","volume-title":"E-sports in Academia: A Comparative Analysis of Secondary and Post-Secondary E-Sports Athletes' Experiences","year":"2020"},{"issue":"4","key":"key2024041212300288500_ref085","doi-asserted-by":"publisher","first-page":"993","DOI":"10.1111\/j.1083-6101.2008.00428.x","article-title":"Who plays, how much, and why? Debunking the stereotypical gamer profile","volume":"13","year":"2008","journal-title":"Journal of Computer-Mediated Communication"},{"issue":"5","key":"key2024041212300288500_ref086","doi-asserted-by":"publisher","first-page":"349","DOI":"10.1177\/1555412012454222","article-title":"On the digital playing field: how we \u2018do sport\u2019 with networked computer games","volume":"7","year":"2012","journal-title":"Games and Culture"},{"issue":"1","key":"key2024041212300288500_ref087","doi-asserted-by":"publisher","first-page":"73","DOI":"10.1177\/1555412019859184","article-title":"Live streaming, playing, and money spending behaviors in eSports","volume":"15","year":"2020","journal-title":"Games and Culture"},{"issue":"1","key":"key2024041212300288500_ref088","doi-asserted-by":"publisher","first-page":"93","DOI":"10.1177\/0739456x17723971","article-title":"Guidance on conducting a systematic literature review","volume":"39","year":"2019","journal-title":"Journal of Planning Education and Research"},{"key":"key2024041212300288500_ref089","article-title":"Real-time esports match result prediction","year":"2016"},{"key":"key2024041212300288500_ref090","year":"2020"},{"key":"key2024041212300288500_ref091","first-page":"97","article-title":"E-sports ban\/pick prediction based on Bi-LSTM meta learning network","year":"2019"},{"key":"key2024041212300288500_ref092","article-title":"Value creation and appropriation in the esports industry","year":"2016"}],"container-title":["Industrial Management &amp; Data Systems"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.emerald.com\/insight\/content\/doi\/10.1108\/IMDS-06-2023-0423\/full\/xml","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/www.emerald.com\/insight\/content\/doi\/10.1108\/IMDS-06-2023-0423\/full\/html","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,7,24]],"date-time":"2025-07-24T21:52:35Z","timestamp":1753393955000},"score":1,"resource":{"primary":{"URL":"http:\/\/www.emerald.com\/imds\/article\/124\/4\/1531-1557\/1232389"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,3,15]]},"references-count":92,"journal-issue":{"issue":"4","published-online":{"date-parts":[[2024,3,15]]},"published-print":{"date-parts":[[2024,4,12]]}},"alternative-id":["10.1108\/IMDS-06-2023-0423"],"URL":"https:\/\/doi.org\/10.1108\/imds-06-2023-0423","relation":{},"ISSN":["0263-5577"],"issn-type":[{"value":"0263-5577","type":"print"}],"subject":[],"published":{"date-parts":[[2024,3,15]]}}}