Browse Items (1783 total)

García, J., & Murillo, C. (2020). Sports Video Games Participation: What Can we Learn for Esports? Sport, Business and Management, 10(2), 169-185.

Gao, G., Min, A. & Shih, P. C. (2017). Gendered Design Bias: Gender Differences of In-game Character Choice and Playing Style in League of Legends. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 307-317), ACM.

Gangarapu, S. (2018). The Effect of Emerging Online New Media on Traditional Media Consumption. The Case of eSports and Traditional Sports.

Gandolfi, E. (2016). To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers, Plays and Audiences. Journal of Gaming & Virtual Worlds, 8(1), 63-82.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Intensity and Gambling Harms: Exploring Breadth of Gambling Involvement Among Esports Bettors. Gaming Review, 21(8), 610-615.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of Demographic Profiles, Consumption Behaviours, and Gambling Site Selection Criteria of eSports and Sports Bettors. Gaming Law Review, 21(8), 575–587.

Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport Management: Embracing eSport Education and Research Opportunities. Sport Management Review, 21(1), 7-13.

Friman, U. (2018). Why Do Finnish Women Not Participate in eSports? In Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, Finland, University of Jyväskylä.

Frey, D., & Pommer, J. (2018). Herausforderungen für die weitere Entwicklung des eSport: Überlegungen aus der Perspektive des Veranstalters. MultiMedia und Recht, 7-11.

Frey, D. (2018). eSports: Rechtsfragen eines komplexen Ökosystems im Überblick. SpuRT: Zeitschrift für Sport und Recht, 2-5.

Freeman, G., & Wohn, D. Y. (2017). Social Support in Esports: Building Emotional and Self-Esteem from Instrumental Support Interactions in a Highly Competitive Environment. CHI Play ’17: Proceedings of the Annual Symposium on Computer-Human…

Freeman, G., & Wohn, D. Y. (2017). eSports as an Emerging Research Context at CHI: Diverse Perspectives on Definitions. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1601-1608). ACM.

Freeman, G., & Wohn, D. Y. (2017). Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work, 27(3-6), 1019-1050.

Freeman, G. (2018). Multiplayer Online Games: Origins, Players, and Social Dynamics. Boca Raton, FL: CRC Press.

Franke, T. (2015). The Perception of eSports – Mainstream Culture, Real Sport and Marketisation. In Hiltscher, J., & Scholz, T. M. (Eds.). eSports Yearbook 2013/14 (pp. 111-144). Norderstedt: Books on Demand GmbH.

Francken, J. P., Nothelfer, N., & Schlotthauer, P. (2019). Der Arbeitnehmer im professionalen eSport. Neue Zeitschrift für Arbeitsrecht, 865-870. (lead article of the 13th issue)

Finch, D. J., Abeza, G., O’Reilly, N., & Mikkelson, A. (2020). Esports Sponsorship: Practitioners’ Perspectives on Emerging Trends. Journal of Brand Strategy, 9(1), 59-74.

Fiedler, I., Ante, L., & Steinmetz, F. (2018). Die Konvergenz von Gaming und Gambling. Wiesbaden: Springer Gabler.

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Ferrari, S. (2013). From Generative to Conventional Play: MOBA and League of Legends. In Proceedings of DIGRA 2013: DeFragging Game Studies, Atlanta, GA.

Ferrari, S. (2013). Esport and the Human Body: Foundations for a Popular Aesthetics. In Proceedings of DIGRA 2013: Defragging Game Studies, Atlanta, GA.

Felczak, M. (2015). Narratives of Spectatorship: E-sports in Poland. In T. Bártek, J. Miškov & J. Švelch (Eds.), New Perspectives on Game Studies (pp. 109–124). Brno: Masaryk University.

Faust, K., Meyer, J., & Griffiths, M. (2013). Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77.

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Facchini, L. V. (2018). Digital Strategy in a Sport Club: A Model to Support the Analysis. Master’s thesis. Politenico di Milano, Milano.

Vukelic, N., & Jorgensen, T. J. (2018). The Wild West of eSports. What Motivates Individuals to Work in the Industry. Master’s Thesis. Copenhagen Business School.

Voorhees, G., & Orlando, A. (2018). Performing Neoliberal Masculinity: Reconfiguring Hegemonic Masculinity in Professional Gaming. In Masculinities in Play. New York, NY: Palgrave Macmillan.

von Au, C. (2018). Play. Das Leben als Pro Gamer. Carlsen.

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Villar, J. G., & Murillo, C. (2018). eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence from Sports Video Games. Barcelona GSE Working Paper: 1059

Verchere, R. (2013). Du monde du sport au monde du jeu vidéo, La fabrique des mondes vidéoludiques − Game Studies ? à la française ! ENS Lyon, Lyon.

Velichkovsky, B. B., Khromov, N., Korotin, A., Burnaev, E., & Somov, A. (2019). Visual Fixations Duration as an Indicator of Skill Level in eSports.

Vansyngel, S., Velpry, A., & Besombes, N. (2018). French Esports Institutionalization. Proceedings of the 2nd GamiFIN Conference, Pori, Finland, 123-130.

Van Hilvoorde, I., & Pot, N. (2016). Embodiment and Fundamental Motor Skills in eSports. Sports, Ethics and Philosophy, 10(1), 14-27.

Van Hilvoorde, I. (2016). Sport and Play in a Digital World. Sport, Ethics and Philosophy, 10(1), 1–4.

Vanegas, J. C., Ochoa, G. V., & Gutierrez, J. C. (2018). Scientometric Analysis of Research on eSports from 2007 to 2017. Contemporary Engineering Sciences, 11(70), 3463-3471.

Van Ditmarsch, J. (2013). Video Games as a Spectator Sport. How Electronic Sports Transforms Spectatorship. Master Thesis. Utrecht University.

Vanaskie, M., Green, W., Kutelski, D., & Shapiro, D. (2018). Emerging Leaders of Gaming – Sports Betting Webinar: Opportunities Inside and Out of Nevada. Gaming Law Review, 22(1), 40-51.

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Välisalo, T., & Ruotsalainen, M. (2018). Overwatch: The Game, the eSports, and Transmedial User Practices. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Evren, C., Dalbudak E., Topcu, M., Kutlu, N., Evren, B., & Pontes, H. M. (2018). Psychometric Validation of the Turkish Nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Psychiatry Research, 265, 349-354

Evren, B., Evren, C., Dalbudak, E., Topcu, M., & Kutlu, N. (2018). Relationship of Internet Addiction Severity with Probable ADHD and Difficulties in Emotion Regulation Among Young Adults. Psychiatry Research, 269, 494-500.

Engerman, J., & Hein, R. (2017). ESports Gaming and You. Educational Technology, 57(2), 62–64.

Engel, L. B. (2014). The Self-critical Politics of Play: Politics as Autotelic. Master’s thesis. Macquarie University, Sydney.

Ellenport, C. (2019). Esports: A Billion Eyeballs and Growing. Broomall, PA: National Highlights Inc.

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Elam, J., & Taylor, N. (2020). Above the Action: The Cultural Politics of Watching Dota 2. Communication, Culture & Critique, 1-18.

Ekdahl, D., & Ravn, S. (2018). Embodied Involvement in Virtual Worlds: the Case of eSports Practitioners. Sport, Ethics, and Philosophy, 13(2), 132-144.

Ehnold, P., Gohritz, A., Lichtenwimmer, D. (2018). Playstation und Fußballplatz: vom eSport-Zuschauer zum Fußballfan? Sciamus – Sport und Management, 2/2018, 1-20.

Egliston, B. (2018). E-sport, Phenomenality and Affect. Transformations, 31, 156-176.

Egliston, B. (2015). Playing Across Media: Transtextuality in Competitive Games and eSports. In Proceedings of DiGRA 2015: Diversity of play: Games — Cultures — Identities.

Edgar, A. (2019). Esport. Sports, Ethics, and Philosophy, 13(1), 1-2.

Ebrahimi, M., & Chen, L. (2014). Emerging Cyberwork Attack Vectors: Modification, Customization, Secretive Communications, and Digital Forensics in PC Video Games. Published in 2014 International Conference on Computing, Networking (ICNC).

Ducrocq, S. (2011). Les tribus ludiques du” LAN party”: perspectives d’apprentissage et de socialisation en contexte de compétition de jeux vidéo en réseau local. Doctoral dissertation. Université du Québec à Montréal, Montreal.

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Dubbels, B. R. (2018). Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. Hersheym, PA: IGI Global.

Drachen, A., Yancey, M., Maguire, J., Chu, D., Wang, I. Y., Mahlmann, T., …, & Klabjan, D. (2016). Skill-based Differences in Spatio-temporal Team Behavior in Defence of the Ancients 2. 6th IEEE Consumer Electronics Society Games, Entertainment,…

Dor, S. (2014). The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study. Game Studies, 14(1).

Donoghue, J., Schmidt, G. J., Balentine, J. R., & Zwibel. H. (2019). Managing the Health of the eSport Athlete: An Integrated Health Management Model. BMJ Open Sport & Exercise Medicine, 5, 1-6.

Dongsheng, Y., Xiaohang, Y., & Daofeng, K. (2011). The Present Situation and Development Trend of E-sports Games in China. In IEEE Future Computer Science and Education Proceedings (pp. 384–386). Piscataway, NJ: IEEE.

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Donaldson, S. (2016). Metagaming and Subversive Play in League of Legends. Proceedings of the First International Joint Conference of DiGRA and FDG Dundee, Scotland: Digital Games Research Association and Society for the Advancement of the Science of…

Donaldson, S. (2017). Mechanics and Metagame: Exploring Binary Expertise in League of Legends. Games and Culture, 12(5), 426-444.

Dobill, M. (2017). Leveling (up) the Playing Field: A Policy-Based Case for Legalizing and Regulating Esports Gambling. Loyola of Los Angeles Entertainment Law Review, 37(2), 139-179.

DiFrancisco-Donoghue, J., & Ballentine, J. (2018). Collegiate Esport: Where Do We Fit In? Current Sports Medicine Reports, 17(4), 117–118.

Desbordes, M., & Richelieu, A. (2019). International Sport Marketing: Issues and Practice. Abingdon, England: Routledge.

Demediuk, S., Murrin, A. Bulger, D., Hitchens, M., Drachen, A., Raffe, W. L., & Tamassia, M. (2018). Player Retention in League of Legends: a Study Using Survival Analysis. In Proceedings of the Australasian Computer Science Week Multiconference (p.…

Davidovici-Nora, M. (2017). e-Sport as Leverage for Growth Strategy: The Example of League of Legends. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 33-46.

Dagdee, P., & Philip, L. (2019). The Rise PUBG and the Martketing Strategies behind its Success. International Journal of Scientific Research and Review, 7(3), 1009-1021.

Ismangil, M. (2018). (Re)creating the Nation Online: Nationalism in Chinese Dota 2 Fandom. Asiascape: Digital Asia, 5(3).

Irwin, S. V., & Naweed, A. (2018). BM’ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports. Games and Culture, 15(4), 411-433.

Nufer, G. (2020). e-Sports: Was es ist und wie es sich entwickelt. Reutlinger Diskussionsbeiträge zu Marketing & Management, Hochschule Reutlingen, ESB Business School, Reutlingen.

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Nuangjumnong, T. (2016). Development of Leadership through eSports. Doctoral dissertation. Waseda University, Tokyo.

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Nuangjumnong, T. (2015). The Universality of Leadership Behaviors in Virtual Environments: A Case of Esports Players in Thailand. Journal of the Graduate School of Asia-Pacific Studies, 30(3), 105–132.

Novak, A. R., Bennett, K. J. M., Pluss, M. A., & Fransen, J. (2020). Performance Analysis in eSports: Modelling Performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching, 0(0), 1-9.

Nothelfer, N., & Wörner, M. (2020). Grenzen der Vertragsgestaltung im eSport am Beispiel Tfue vs. FaZe Clan. eSport-Recht – Politik, Praxis und Wissenschaft im Dialog

Nothelfer, N., & Schlotthauer, P. (2020). (e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler. eSport – Status quo und Entwicklungspotenziale, 49-78.

Nielsen, R. K. L., & Karhulahti, V. M. (2017). The Problematic Coexistence of Internet Gaming Disorder and eSports. In Proceedings of the 12th International Conference on the Foundations of Digital Games (p. 52). ACM.

Nguyen, Q. H., & Phan, H. (2016). E-sport Organization and Professional Gamers in Finland. Bachelor’s Thesis. Lahti University.

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Neus, F., Nimmermann, F., Wagner, K., & Schramm-Klein, H. (2019). Differences and Similarities in Motivation for Offline and Online eSports Event Consumption. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Naubert, S. (2012). Cybersport 2.0: Ethical Dimensions of Videogames as Sport. Presented at the Philosophy of Computer Games Conference.

Nagel, M. & Sugishta, K. (2016). Esport: The Fastest Growing Segment of the “Sport” Industry. Sport & Entertainment Review, 2(2), 51–60.

Owens, M. (2016) What’s in a Name? eSports, Betting, and Gaming Law. Gaming Law Review, 20(7), 567-570.

Olson, C. K. (2013). Sports Videogames and Real-world Exercise. Sports Videogames, 278-294 New York, NY: Routledge.

Olshefski, E. G. (2015). Game-Changing Event Definition and Detection in an eSports Corpus. Proceedings of the 3rd Workshop on EVENTS at the NAACL-HLT 2015, 77–81.

Olsen, A. (2015). The Evolution of Esports: An Analysis of Its Origin and a Look at Its Prospective Future Growth as Enhanced by Information Technology Management Tools. Master’s Thesis. Coventry University.

Qian, T. Y., Zhang, J. J., Wang, J. J., & Hulland, J. (2019). Beyond the Game: Dimensions of Esports Online Spectator Demand. Communication & Sport, 1-27

Unsworth, N., Redick, T. S., McMillan, B. D., Hambrick, D. Z., Kane, M. J., & Engle, R. W. (2015). Is Playing Video Games Related to Cognitive Abilities. Psychological Science, 26, 759-774.

Ücüncüoglu, M., & Cakir, V. O. (2017). Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma. İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.

Xue, H., Newman, J. I., & Du, J. (2019). Narratives, Identity and Community in Esports. Leisure Studies, ,8(6), 845-861.

Xiao, X., Chian Tan, F. T., Lim, E. T. K., Henningsson, S., Vatrapu, R., Hedman, J., Tan, C. W., Clemenson, T., Mukkamala, R. R., & Van Hillegersberg, J. (2018). Sports Digitalization: An Overview and A Research Agenda. Paper presented at 38th…

Xiao, M. (2019). Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action. Communication & Sport, 8(1), 92-122.

Xia, B., Wang, H., & Zhou, R. (2019). What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2. Games and Culture, 14(5), 498-522.

Yu, H. (2018). Game On: The Rise of the eSports Middle Kingdom. Media Industries, 5(1), 88-105.

Seo, Y. N., Kim, M., Lee, D., & Jung, Y. (2018). Attention to Esports Advertisement: Effect of Ad Animation and In-Game Dynamics on Viewers’ Visual Attention. Behavior & Information Technology, 37(12), 1194–1202.

Yoon, T.-J., & Jin, D. Y. (2017). The Korean Wave: Evolution, Fandom and Transnationality. Latham, Lexington Books.

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Yang, Y., Qin, T., & Lei, Y.-H. (2016). Real-time eSports Match Result Prediction. NIPS 2016: Neural Information Processing Systems, Barcelona, Spain.

Yan, J. (2018). How Does Match-Fixing Inform Computer Game Security? Cambridge International Workshop on Security Protocols XXVI, 166–170.

Zwibel, H., DiFrancisco-Donoghue, J., DeFeo, A., & Yao, S. (2019). An Osteopathic Physician’s Approach to the Esports Athlete. The Journal of the American Osteopathic Association, 119(11), 756-762.

Zolides, A. (2015). Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding. Persona Studies, 1(2), 42-53.

Zhu, L. (2018). Masculinity’s New Battle Arena in International E-Sports: The Games Begin. In N. Taylor & G. Vorhees (Eds.), Masculinities in Play (pp. 229-247). New York, NY: Palgrave Macmillan.

Zarrabi, S. A., & Jerkrot, H. N. (2016). Value Creation and Appropriation in the eSports Industry. Master’s thesis. Chalmers University of Technology, Gothenburg.

Zanin, N. (2018). The Impact of Leadership on Virtual Team Satisfaction and Viability: the Role of Performance Monitoring and Team Work Engagement (Master’s thesis). Universidade Católica Portuguesa.

Zagala, K., & Strzelecki, A. (2019). eSports Evolution in Football Game Series. Physical Culture and Sport. Studies and Research, 83, 50-62.

Byrne, A. M. (2020). Using Esports to Teach Bystanders Leadership and Collaboration for Students in STEM. About Campus, March-April 2020, 24-27.

Burton, R., & Gawrysiak, J. (2017). Using eSports Efficiently to Enhance and Extend Brand Perceptions. 2017 Sport Marketing Association Conference (SMA XV)

Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).
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