Esport
dc.contributor.author | Werder, Karl | |
dc.date.accessioned | 2022-08-31T11:18:02Z | |
dc.date.available | 2022-08-31T11:18:02Z | |
dc.date.issued | 2021 | |
dc.identifier.doi | 10.1007/s12599-022-00748-w | |
dc.identifier.pissn | 1867-0202 | |
dc.identifier.uri | http://dx.doi.org/10.1007/s12599-022-00748-w | |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/39314 | |
dc.publisher | Springer | |
dc.relation.ispartof | Business & Information Systems Engineering: Vol. 64, No. 3 | |
dc.relation.ispartofseries | Business & Information Systems Engineering | |
dc.subject | Competition | |
dc.subject | Consumption | |
dc.subject | Esport | |
dc.subject | Streaming | |
dc.subject | Video gaming | |
dc.title | Esport | de |
dc.type | Text/Journal Article | |
gi.citation.endPage | 399 | |
gi.citation.startPage | 393 |