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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Morais, A., Oliveira, A. & Pinheiro, A. (2023). Look at me playing? – The eSports importance on consumers emotions. In Du, K.-L. (Ed.), 2022 Euro-Asia Conference on Frontiers of Computer Science and Information Technology (FCSIT). (pp. 246-250). Beijing, China: IEEE.
Exportar Referência (IEEE)
A. R. Morais et al.,  "Look at me playing? – The eSports importance on consumers emotions", in 2022 Euro-Asia Conf. on Frontiers of Computer Science and Information Technology (FCSIT), Du, K.-L., Ed., Beijing, China, IEEE, 2023, pp. 246-250
Exportar BibTeX
@inproceedings{morais2023_1732204764135,
	author = "Morais, A. and Oliveira, A. and Pinheiro, A.",
	title = "Look at me playing? – The eSports importance on consumers emotions",
	booktitle = "2022 Euro-Asia Conference on Frontiers of Computer Science and Information Technology (FCSIT)",
	year = "2023",
	editor = "Du, K.-L.",
	volume = "",
	number = "",
	series = "",
	doi = "10.1109/FCSIT57414.2022.00058",
	pages = "246-250",
	publisher = "IEEE",
	address = "Beijing, China",
	organization = "FCSIT (Frontiers of Computer Science and Information Technology)",
	url = "https://ieeexplore.ieee.org/xpl/conhome/10098106/proceeding"
}
Exportar RIS
TY  - CPAPER
TI  - Look at me playing? – The eSports importance on consumers emotions
T2  - 2022 Euro-Asia Conference on Frontiers of Computer Science and Information Technology (FCSIT)
AU  - Morais, A.
AU  - Oliveira, A.
AU  - Pinheiro, A.
PY  - 2023
SP  - 246-250
DO  - 10.1109/FCSIT57414.2022.00058
CY  - Beijing, China
UR  - https://ieeexplore.ieee.org/xpl/conhome/10098106/proceeding
AB  - The world of video games is not only gaining a growing number of fans but is also getting more and more attention from the media and social networks. The eSports are electronic sports known as competitive video gaming and have already a large following all over the world, over the past few years, being a phenomenon of audiences. Alongside this growth, scientific interest in studying this topic has also been growing, as shown by the significant number of scientific papers that have been published on this subject. The research about the effects that eSports have on its players  has  different perspectives,  such as  positive  or  negative impacts. Thus, supported by what has been studied and documented in previous studies – according to the available research papers (indexed in journals or international conferences) –, it is important to understand what the importance of the eSports for its players and spectators  is.  This  study  enhances  what  has  already  been investigated about this topic. Starting with our research question ‘How do esports affect their consumers emotionally?’, a systematic review  was  conducted  to  resume  and  analyze the  impacts  that competitive video gaming has emotionally on eSports’ consumers. According to the defined inclusion criteria, 20 relevant published papers  were  selected  through  the  electronic  databases  Google Scholar and Scopus, published between 2016 and 2022, and a deep analysis  of  the  literature – a  meta-analysis  – was  conducted. Iramuteq and MonkeyLearn software were used to determine and shape the main themes and concepts of emotional impacts, through textual analyses. This review draws insight into the effects that competitive video gaming has on the mental health of the players and suggests that future studies may focus on some interventions to deal with the negative impact that eSports has emotionally.
ER  -