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Anthony D. Pizzo
Researcher at Temple University
Publications - 21
Citations - 419
Anthony D. Pizzo is an academic researcher from Temple University. The author has contributed to research in topics: Video game & Computer science. The author has an hindex of 5, co-authored 13 publications receiving 222 citations. Previous affiliations of Anthony D. Pizzo include La Salle University.
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eSport management: Embracing eSport education and research opportunities
TL;DR: In this paper, the authors argue for the inclusion of organized e-sports events and competitions within sport management vis-a-vis e-games meeting certain defining criteria of sport in general.
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eSport vs sport: A comparison of spectator motives
TL;DR: In this article, the authors measured sport consumption motives to examine their influence on e-sports spectatorship and game attendance frequency and found that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market e-games similarly to traditional sport events.
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Collaborative self-study: Lessons from a study of wearable fitness technology and physical activity
TL;DR: In this paper, a collaborative self-study research project examining the influence of wearable fitness technology on physical activity is presented, focusing on the benefits, challenges, and opportunities associated with employing this underutilized qualitative method in sport management research.
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Sport Experience Design: Wearable Fitness Technology in the Health and Fitness Industry
TL;DR: In this paper, the authors examined the influence of wearable fitness technology (WFT) on the service experience in health and fitness clubs, and found that integrating WFT enhances service experience via increased social interaction, gamification, and accountability.
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Esports sponsorship : an empirical examination of esports consumers’ perceptions of non-endemic sponsors
TL;DR: In this paper, the effectiveness of non-endemic sponsorships in esports remains uncertain, but traditional sport organizations and their sponsors are beginning to embrace esports, but the effectiveness remains uncertain.