The Wild West of eSports. What Motivates Individuals to Work in the Industry.
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.
Umehara, D. (2016). The Will to Keep Winning. Shogakukan Inc.
The World of Esports – What You Need to Know
Besombes, N. (2018). The World of Esports – What You Need to Know. Sport Intern, 50, 3-5.
The World of eSports Through a Girl Gamer’s Eye
Misra, A., & Danwani, A. (2012). The World of eSports Through a Girl Gamer’s Eye. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 59-61). Norderstedt: Books on Demand GmbH.
http://www.esportsyearbook.com
The Year in Starcraft II: 2011: The Ongoing Story of the World's Greatest Esport
Ring, R. C. (2012). The Year in Starcraft II: 2011: The Ongoing Story of the World's Greatest Esport. Double Forge Publishing.
They’re Just Too Urban’: Black Gamers Streaming on Twitch
Gray, K. L. (2017). They’re Just Too Urban’: Black Gamers Streaming on Twitch. Digital Sociologies, 1, 355-368.
Thinking Style and Team Competition Game Performance and Enjoyment
Wang, H., Yang, H.-T., & Sun, C.-T. (2015). Thinking Style and Team Competition Game Performance and Enjoyment. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 243-254.
IEEE Transactions on Computational Intelligence and AI in Games
This is esports (and How to Spell it): An Insider's Guide to the World of Pro Gaming.
Chaloner, P. (2020). This is esports (and How to Spell it): An Insider's Guide to the World of Pro Gaming. Bloomsbury Sport.
This is How We Play it: What a Mega-LAN Can Teach Us About Games
Taylor, T. L., & Witkowski, E. (2010). This is How We Play it: What a Mega-LAN Can Teach Us About Games. In Y. Pisan (Ed.), Proceedings of the Fifth International Conference on the Foundations of Digital Game. Monterey, CA: ACM Press.
International Conference on the Foundations of Digital Game
Tiebreaker: An Antitrust Analysis of Esports
Miroff, M. (2018). Tiebreaker: An Antitrust Analysis of Esports. Columbia Journal of Law and Social Problems, 52(2), 177-223.
Columbia Journal of Law and Social Problems
Time to be Grown-ups About Video Gaming: The Rising eSports Industry and the Need for Regulation
Hollist, K. E. (2015). Time to be Grown-ups About Video Gaming: The Rising eSports Industry and the Need for Regulation. Arizona Law Review, 57, 823-847.
To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports
Leis, O., Raue, C., Dreiskämper, D., & Lautenbach, F. (2021). To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports. German Journal of Exercise and Sport Research, https://doi.org/10.1007/s12662-021-00715-9.
Leis, O., Raue, C., Dreiskämper, D., & Lautenbach, F.
German Journal of Exercise and Sport Research
To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports
Kordyaka, B., Jahn, K., & Niehaves, B. (2020). To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports. International Journal on Media Management, 22(1), 49-66.
International Journal on Media Management
To the White Extreme in the Mainstream: Manhood and White Youth Culture in a Virtual Sports World
Leonard, D. (2008). To the White Extreme in the Mainstream: Manhood and White Youth Culture in a Virtual Sports World. In M. D. Giardina & M. K. Donnelly (Eds.), Youth Culture and Sport (pp. 91-112). New York, NY: Routledge.
To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers
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.
Topic mining of real-time discussions: what catches the attention of live-streaming esports viewers?
Wang, W., & Fan, J. (2022). Topic mining of real-time discussions: what catches the attention of live-streaming esports viewers?. European Sport Management Quarterly, 1-22.
Topical Review: Optometric Considerations in Sports Versus E-Sports
Argilés, M., Quevedo-Junyent, L., & Erickson, G. (2022). Topical Review: Optometric Considerations in Sports Versus E-Sports. Perceptual and Motor Skills, 00315125211073401.
Argilés, M., Quevedo-Junyent, L., & Erickson, G.
Toward a multidimensional streaming: A thematic case study of two Twitch channels
Obreja, D. M. (2021). Toward a multidimensional streaming: A thematic case study of two Twitch channels. New Media & Society, 14614448211020692.
Toward a transcription and analysis of live streaming on Twitch
Recktenwald, D. (2017). Toward a transcription and analysis of live streaming on Twitch. Journal of Pragmatics, 115, 68-81.
Toward a twitch research toolkit: a systematic review of approaches to research on game streaming
Harpstead, E., Rios, J. S., Seering, J., & Hammer, J. (2019). Toward a twitch research toolkit: a systematic review of approaches to research on game streaming. In Proceedings of the annual symposium on computer-human interaction in play (pp. 111-119).
Harpstead, E., Rios, J. S., Seering, J., & Hammer, J.
Annual symposium on computer-human interaction in play
Toward live streamed improvisational game experiences
Lytle, C., Ramsey, P., Yeo, J., Dressen, T., Kang, D. H., Harger, B. B., & Hammer, J. (2020). Toward live streamed improvisational game experiences. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 148-159).
Lytle, C., Ramsey, P., Yeo, J., Dressen, T., Kang, D. H., Harger, B. B., & Hammer, J.
Symposium on Computer-Human Interaction in Play
Towards a Framework to Support the Design of Esports Curricula in Higher Education
Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S., Miljanovic, M., Strange, M., Taipalus, T., & Williams, J. P. (2021). Towards a Framework to Support the Design of Esports Curricula in Higher Education. ACM Digital Library
Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S., Miljanovic, M., Strange, M., Taipalus, T., & Williams, J. P.
Towards an Understanding of Side-Lining Environmental Sustainability in Formula E: Traditional Values and the Emergence of eSports
Robeers, T., & van den Bulk, H. (2018). Towards an Understanding of Side-Lining Environmental Sustainability in Formula E: Traditional Values and the Emergence of eSports. Athens Journal of Sports, 5(4), 331–350.
Towards Cost Effective Server Population Estimation: A Case Study of Twitch
Wang, C., Chen, H., & Huang, P. (2020). Towards Cost Effective Server Population Estimation: A Case Study of Twitch. In Companion Proceedings of the Web Conference 2020 (pp. 38-39).
Towards Examining The Effects of Live Streaming an Educational Game
Hammad, N., Harpstead, E., & Hammer, J. (2021). Towards Examining The Effects of Live Streaming an Educational Game. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-6).
CHI Conference on Human Factors in Computing Systems
Towards hybrid cloud-assisted crowdsourced live streaming: Measurement and analysis
Zhang, C., Liu, J., & Wang, H. (2016). Towards hybrid cloud-assisted crowdsourced live streaming: Measurement and analysis. In Proceedings of the 26th International Workshop on Network and Operating Systems Support for Digital Audio and Video (pp. 1-6).
International Workshop on Network and Operating Systems Support for Digital Audio and Video
Towards predicting the subscription status of twitch. tv users
Kobs, K., Potthast, M., Wiegmann, M., Zehe, A., Stein, B., & Hotho, A. (2020). Towards predicting the subscription status of twitch. tv users.
Kobs, K., Potthast, M., Wiegmann, M., Zehe, A., Stein, B., & Hotho, A.
Towards supporting programming education at scale via live streaming
Chen, Y., Lasecki, W. S., & Dong, T. (2021). Towards supporting programming education at scale via live streaming. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW3), 1-19.
Towards the understanding of gaming audiences by modeling twitch emotes
Barbieri, F., Espinosa-Anke, L., Ballesteros, M., & Saggion, H. (2017). Towards the understanding of gaming audiences by modeling twitch emotes. In Third Workshop on Noisy User-generated Text (W-NUT 2017); 2017 Sep 7; Copenhagen, Denmark. Stroudsburg (PA): ACL; 2017. p. 11-20.. ACL (Association for Computational Linguistics).
Barbieri, F., Espinosa-Anke, L., Ballesteros, M., & Saggion, H. (
Third Workshop on Noisy User-generated Text
Towards Understanding of eSports Athletes’ Potentialities: The Sensing System for Data Collection and Analysis
Korotin, A., Khromov, N., Stepanov, A., Lange, A., Burnaev, E., & Somov, A. (2019). Towards Understanding of eSports Athletes’ Potentialities: The Sensing System for Data Collection and Analysis. ArXiv
Korotin, A., Khromov, N., Stepanov, A., Lange, A., Burnaev, E., & Somov, A.
Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies
Adinolf, S., & Turkay, S. (2018). Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365-372). ACM.
Jenny, S. E. (2022). Track chair: Esports and education. Jönköping University.
Traditional Sports and Esports: The Path to Collective Bargaining
Ridenhour, K. F. (2020). Traditional Sports and Esports: The Path to Collective Bargaining. Iowa Law Review, 4, 1857-1897.
Traditional sports organizations' expansion to eSports
Gargallo Serrano, E. (2022). Traditional sports organizations’ expansion to eSports.
Transcoding for live streaming-based on vehicular fog computing: An actor-critic DRL approach
Fu, F., Kang, Y., Zhang, Z., & Yu, F. R. (2020). Transcoding for live streaming-based on vehicular fog computing: An actor-critic DRL approach. In IEEE INFOCOM 2020-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp. 1015-1020). IEEE.
Fu, F., Kang, Y., Zhang, Z., & Yu, F. R.
Transitioning From Traditional Sport to Esport: Exploring Sport Psychology Practitioners’ Experiences
Brain, J., Quartiroli, A., & Wagstaff, C. R. (2024). Transitioning From Traditional Sport to Esport: Exploring Sport Psychology Practitioners’ Experiences. The Sport Psychologist (published online ahead of print 2024). https://doi.org/10.1123/tsp.2024-0074
Brain, J., Quartiroli, A., & Wagstaff, C. R.
Translation is Labor, and Other Contradictions - An Interview with Gatamchun
Bull, I. (2021). Translation is Labor, and Other Contradictions - An Interview with Gatamchun. ROMchip, 3(1).
https://romchip.org/index.php/romchip-journal/article/view/148
Twickle: Growing Twitch Streamer's Communities Through Gamification of Word-of-Mouth Referrals
Browne, J. T., & Batra, B. (2018). Twickle: Growing Twitch Streamer's Communities Through Gamification of Word-of-Mouth Referrals. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video (pp. 149-154).
ACM International Conference on Interactive Experiences for TV and Online Video
Twitch for higher education marketing and communications: Creating a presence in the gaming world
Cassel, A. (2021). Twitch for higher education marketing and communications: Creating a presence in the gaming world. Journal of Education Advancement & Marketing, 5(4), 323-334.
Twitch user perceptions, attitudes and behaviours in relation to food and beverage marketing on Twitch compared with YouTube
Pollack, C. C., Gilbert-Diamond, D., Emond, J. A., Eschholz, A., Evans, R. K., Boyland, E. J., & Masterson, T. D. (2021). Twitch user perceptions, attitudes and behaviours in relation to food and beverage marketing on Twitch compared with YouTube. Journal of nutritional science, 10.
Pollack, C. C., Gilbert-Diamond, D., Emond, J. A., Eschholz, A., Evans, R. K., Boyland, E. J., & Masterson, T. D.
TwitchViz: a visualization tool for twitch chatrooms
Pan, R., Bartram, L., & Neustaedter, C. (2016). TwitchViz: a visualization tool for twitch chatrooms. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1959-1965).
CHI Conference Extended Abstracts on Human Factors in Computing Systems
Vahlo, J., & Karhulahti, V. M. (2022). Two Overwatch Player Profiles. In Modes of Esports Engagement in Overwatch (pp. 11-30). Palgrave Macmillan, Cham.
Überwachen und Strafen im eSport: Eine juristische und soziologische Perspektive auf Valves Overwatch-Verfahren
Schrör, S., Müller, F., & Schädlich, F. (2022, October). Überwachen und Strafen im eSport: Eine juristische und soziologische Perspektive auf Valves Overwatch-Verfahren. In Entscheidungsträger im Internet (pp. 45-74). Nomos Verlagsgesellschaft mbH & Co. KG.
Umbrella Platform of Tencent eSports Industry in China
Zhao, Y., & Lin, Z. (2020). Umbrella Platform of Tencent eSports Industry in China. Journal of Cultural Economy, 1-17.
Umbrella platform of Tencent eSports industry in China
Zhao, Y., & Lin, Z. (2020).Umbrella platform of Tencent eSports industry in China. Journal of Cultural Economy.
Understanding Analytics Needs of Video Game Streamers
Mallari, K., Williams, S., & Hsieh, G. (2021). Understanding Analytics Needs of Video Game Streamers. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-12).
Understanding and conceptualizing eSports among behavioural addictions: a brief overview of the literature.
Ramella-Zampa, B., Carbone, G. A., Panno, A., Santos, M., Imperatori, C., Budde, H., ... & Machado, S. (2022). Understanding and conceptualizing eSports among behavioural addictions: a brief overview of the literature. Emerging Trends in Drugs, Addictions, and Health, 100048.
Ramella-Zampa, B., Carbone, G. A., Panno, A., Santos, M., Imperatori, C., Budde, H., ... & Machado, S.
Emerging Trends in Drugs, Addictions, and Health
Understanding Brand Loyalty – The Case of the eSports Consumer from a Relationship Quality Perspective
Kordyaka, B., Hribersek, S., Kruse, B., & Niehaves, B. (2020). Understanding Brand Loyalty – The Case of the eSports Consumer from a Relationship Quality Perspective. Proceedings of the 4th International GamiFIN Conference 2020, 188-198.
Kordyaka, B., Hribersek, S., Kruse, B., & Niehaves, B.
Understanding characteristics of popular streamers on live streaming platforms: evidence from Twitch. tv
Zhao, K., Hu, Y., Hong, Y., & Westland, J. C. (2019). Understanding characteristics of popular streamers on live streaming platforms: evidence from Twitch. tv. Journal of the Association for Information Systems, Forthcoming.
Zhao, K., Hu, Y., Hong, Y., & Westland, J. C.
Journal of the Association for Information Systems
Understanding Collegiate Esports: A Practitioner's Guide to Developing Community and Competition
Hoffman, J. L., Pauketat, R., & Varzeas, K. A. (Eds.). (2022). Understanding Collegiate Esports: A Practitioner’s Guide to Developing Community and Competition. Taylor & Francis.
Hoffman, J. L., Pauketat, R., & Varzeas, K. A.
https://books.google.de/books?hl=de&lr=&id=7Sh3EAAAQBAJ&oi=fnd&pg=PT12&dq=esport&ots=BkVZ377JmF&sig=0WwFWSqIWT2m8x6DOX_75xw0elo#v=onepage&q=esport&f=false
Understanding Complexity and Dynamics in the Career Development of eSports Athletes
Meng-Lewis, Y., Wong, D., Zhao, Y., & Lewis, G. (2020). Understanding Complexity and Dynamics in the Career Development of eSports Athletes. Sport Management Review.
Meng-Lewis, Y., Wong, D., Zhao, Y., & Lewis, G.
Understanding complexity and dynamics in the career development of eSports athletes
Yue Meng-Lewisa, Y., Wong, D., Zhao, Y. & Lewis, G. (2021). Understanding complexity and dynamics in the career development of eSports athletes. Sport Management Review
Yue Meng-Lewisa, Y., Wong, D., Zhao, Y. & Lewis, G.
Understanding esports as a STEM career ready curriculum in the wild
Anderson, C. G., Tsaasan, A. M., Reitman, J., Lee, J. S., Wu, M., Steel, H., … Steinkuehler, C. (2018). Understanding esports as a STEM career ready curriculum in the wild. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 – Proceedings.
Anderson, C. G., Tsaasan, A. M., Reitman, J., Lee, J. S., Wu, M., Steel, H., … Steinkuehler, C.
UNDERSTANDING ESPORTS CONSUMPTION MOTIVE IN INDIA
Kumar, A., Yadav, V., & Chauhan, D. (2022). UNDERSTANDING ESPORTS CONSUMPTION MOTIVE IN INDIA.
Understanding Esports from the Perspective of Team Dynamics
Tang, W. (2018). Understanding Esports from the Perspective of Team Dynamics. The Sport Journal, 21, published online 26 July.
https://thesportjournal.org/article/understanding-esports-from-the-perspective-of-team-dynamics/
Understanding esports industry and impact of Covid-19 on it: a review of literature
Agrawal, M., & Upadhyay, A. K. (2022). Understanding esports industry and impact of Covid-19 on it: a review of literature. Cardiometry, (22), 371-376.
Understanding Esports Spectatorship: Players, Fans, Recruits
Gibbs, M., Carter, M., & Witkowski, E. (2017). Understanding Esports Spectatorship: Players, Fans, Recruits. In Selected Papers of #AoIR2017: The 18th Annual Conference of the Association of Internet Researchers Tartu, Estonia.
Annual Conference of the Association of Internet Researchers
Understanding eSports Team Formation and Coordination
Freeman, G., & Wohn, D. Y. (2017). Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work, 27(3-6), 1019-1050.
Understanding Esports: An Introduction to the Global Phenomenon
Rogers, R. (2019). Understanding Esports: An Introduction to the Global Phenomenon. Lanham: Lexington Books.
Understanding Motivational Factors Influencing Intention to Play Esports Games in Türkiye
Mikail, B. A. T. U., KOCAÖMER, C., Onur, T. O. S., & KOCAÖMER, N.,(2022). Understanding Motivational Factors Influencing Intention to Play Esports Games in Türkiye. TRT Akademi, 7(16), 1032-1051.
Mikail, B. A. T. U., KOCAÖMER, C., Onur, T. O. S., & KOCAÖMER, N.
https://dergipark.org.tr/en/download/article-file/2530214
Understanding Personal Motivation between Willingness to Participate in E-sports and Potential Consumption
Zhang, J. (2022). Understanding Personal Motivation between Willingness to Participate in E-sports and Potential Consumption (Doctoral dissertation).
Understanding rules in live streaming micro communities on twitch
Cai, J., Guanlao, C., & Wohn, D. Y. (2021). Understanding rules in live streaming micro communities on twitch. In ACM International Conference on Interactive Media Experiences (pp. 290-295).
International Conference on Interactive Media Experiences
Understanding the Convergence of Markets in Online Sports Betting
Lopez-Gonzalez, H., & Griffiths, M. (2016). Understanding the Convergence of Markets in Online Sports Betting. International Review for the Sociology of Sport, 53(7), 807–823.
International Review for the Sociology of Sport
Understanding the experience of Australian eSports spectatorship
Cumming, D., Gibbs, M., & Smith, W. (2018). Understanding the experience of Australian eSports spectatorship. DiGRA Conference 2018.
Understanding the potential for esports to support social inclusion agendas
Hayday, E., & Collison, H. (2022). Understanding the potential for esports to support social inclusion agendas. In Social Issues in Esports (pp. 131-147). Routledge.
https://www.taylorfrancis.com/chapters/edit/10.4324/9781003258650-13/understanding-potential-esports-support-social-inclusion-agendas-emily-hayday-holly-collison
Understanding the What and How of Successful Social Live Streaming
Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.
Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J.
Une agentivité inégalitaire: jeux vidéo et accessibilité des filles à la parole publique
Vari, J. (2022). Une agentivité inégalitaire: jeux vidéo et accessibilité des filles à la parole publique. Education et societes, 47(1), 133-149.
Poinssot, M. (2017). Une vie de pro-gamer. Independently published.
Unequal agency: video games and girls’ access to public debate
Vari, J. (2022). Unequal agency: video games and girls’ access to public debate. Education et societes, 47(1), 133-149.
Upholding the Integrity of Esports to Successfully and Safely Legitimize Esports Wagering
Toomey, R. P. (2019). Upholding the Integrity of Esports to Successfully and Safely Legitimize Esports Wagering. Gaming Law Review, 23(1), 12-18
Migliore, L., & Beckman, K. (2021). Upper Extremity Disorders in Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 17-70). Cham: Springer.
Urheber- und kartellrechtliche Grenzen für Publisher im E-Sport
Bach, D. (2023). Urheber- und kartellrechtliche Grenzen für Publisher im E-Sport. Springer Wiesbaden.
User Acceptance of Sport-related Virtual Reality
Kunz, R., Bauhofer, M., & Mutterlein, J. (2017). User Acceptance of Sport-related Virtual Reality. EMMA Conference.
Kunz, R., Bauhofer, M., & Mutterlein, J.
Using an International Gaming Tournament to Study Individual Differences in MOBA Expertise and Cognitive Skills
Bonny, J. W., Castaneda, L. M., & Swanson, T. (2016). Using an International Gaming Tournament to Study Individual Differences in MOBA Expertise and Cognitive Skills. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 3473-3484). ACM
Bonny, J. W., Castaneda, L. M., & Swanson, T.
Using biometrics as a social intervention in gaming
Robinson, R. (2019). Using biometrics as a social intervention in gaming. In Proceedings of the thirteenth international conference on tangible, embedded, and embodied interaction (pp. 755-760).
International conference on tangible, embedded, and embodied interaction
Using Collective Metrics to Assess Team Dynamics and Performance in eSports
Bonny, J. W. (2022). Using Collective Metrics to Assess Team Dynamics and Performance in eSports. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 14(1), 1-13.
International Journal of Gaming and Computer-Mediated Simulations
Using Data to "Git Gud": A Push for a Player-Centric Approach to the Use of Data in Esports
Kleinman, E., & El-Nasr, M. S. (2021). Using Data to "Git Gud": A Push for a Player-Centric Approach to the Use of Data in Esports. CHI 2021, May 08-13, 2021, Yokohama, Japan.
Using EEG and Gamified Neurofeedback Environments to Improve eSports Performance: Project Neuroprotrainer
Soler-Dominguez, J. L., & Gonzalez, C. (2021). Using EEG and Gamified Neurofeedback Environments to Improve eSports Performance: Project Neuroprotrainer. In Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2021).
Using eSports Efficiently to Enhance and Extend Brand Perceptions
Burton, R., & Gawrysiak, J. (2017). Using eSports Efficiently to Enhance and Extend Brand Perceptions. 2017 Sport Marketing Association Conference (SMA XV)
Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review
Gawrysiak, J., Burton, R., Jenny, S., & Williams, D. (2020). Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review. Physical Culture and Sport. Studies and Research, 86, 1-14
Gawrysiak, J., Burton, R., Jenny, S., & Williams, D.
Physical Culture and Sport. Studies and Research
Using Esports to Amplify Historically Black Colleges and Universities: Shifting the Narrative
Black, W. L., & Gray, K. L. (2022). Using Esports to Amplify Historically Black Colleges and Universities: Shifting the Narrative. In Understanding Collegiate Esports (pp. 21-32). Routledge.
Using Esports to Teach Bystanders Leadership and Collaboration for Students in STEM
Byrne, A. M. (2020). Using Esports to Teach Bystanders Leadership and Collaboration for Students in STEM. About Campus, March-April 2020, 24-27.
Using sociocultural data from online gaming and game communities
Guarino, S., Eusebi, L., Bracken, B., & Jenkins, M. (2019). Using sociocultural data from online gaming and game communities. Social‐Behavioral Modeling for Complex Systems, 407-441.
Guarino, S., Eusebi, L., Bracken, B., & Jenkins, M.
Utilitarian and hedonic motivations for live streaming shopping
Cai, J., Wohn, D. Y., Mittal, A., & Sureshbabu, D. (2018). Utilitarian and hedonic motivations for live streaming shopping. In Proceedings of the 2018 ACM international conference on interactive experiences for TV and online video (pp. 81-88).
Cai, J., Wohn, D. Y., Mittal, A., & Sureshbabu, D.
ACM international conference on interactive experiences for TV and online video
Utilizing massive viewers for video transcoding in crowdsourced live streaming
He, Q., Zhang, C., & Liu, J. (2016). Utilizing massive viewers for video transcoding in crowdsourced live streaming. In 2016 IEEE 9th International Conference on Cloud Computing (CLOUD) (pp. 116-123). IEEE.
Validation of the diagnostic criteria of Internet Gaming Disorder in the DSM-V among the esports community
Woolhouse, R. A. (2022). Validation of the diagnostic criteria of Internet Gaming Disorder in the DSM-V among the esports community (Doctoral dissertation, University of Surrey).
Value co-creation in eSports from a service ecosystem perspective
Kunz, R. E., & Roth, A. (2022). Value co-creation in eSports from a service ecosystem perspective. In Handbook on Digital Business Ecosystems. Edward Elgar Publishing.
Variation in QoE of passive gaming video streaming for different packet loss ratios
Wahab, A., Ahmad, N., & Schormans, J. (2020). Variation in QoE of passive gaming video streaming for different packet loss ratios. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) (pp. 1-4). IEEE.
Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship'
Naweed, A., Irwin, S. V., & Lastella, M. (2020). Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship'. Journal of Global Sport Management, 1-21.
Naweed, A., Irwin, S. V., & Lastella, M.
Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities
Cabeza-Ramírez, L. J., Muñoz-Fernández, G. A., & Santos-Roldán, L. (2021). Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities. In Healthcare (Vol. 9, No. 2, p. 192). Multidisciplinary Digital Publishing Institute.
Cabeza-Ramírez, L. J., Muñoz-Fernández, G. A., & Santos-Roldán, L.
Multidisciplinary Digital Publishing Institute
Video Game Telemetry as a Critical Tool in the Study of Complex Skill Learning
Thompson, J. J., Blair, M. R., Chen, L., & Henrey, A. J. (2013). Video Game Telemetry as a Critical Tool in the Study of Complex Skill Learning. PLoS ONE, 8(9).
Thompson, J. J., Blair, M. R., Chen, L., & Henrey, A. J.
Video Games and Its Economy Impact in Southeast Asia Country
Cheong, H. Y., Choo, W. L., Lim, C. W., & Tin, T. (2017). Video Games and Its Economy Impact in Southeast Asia Country. International Journal of Advanced Scientific Research and Management, 2(1).
Cheong, H. Y., Choo, W. L., Lim, C. W., & Tin, T.
International Journal of Advanced Scientific Research and Management
Video Games as a Spectator Sport. How Electronic Sports Transforms Spectatorship
Van Ditmarsch, J. (2013). Video Games as a Spectator Sport. How Electronic Sports Transforms Spectatorship. Master Thesis. Utrecht University.
Vietnamese League of Legends Professional eSports Teams Resources Allocation Processes Confront with Player Transfers: Building a Preliminary Framework Through Dynamic Capabilities.
Lefebvre, F. (2020). Vietnamese League of Legends Professional eSports Teams Resources Allocation Processes Confront with Player Transfers: Building a Preliminary Framework Through Dynamic Capabilities. Proceedings of the 6th International Conference on Finance and Economics (pp. 452-468). Ho Chi Minh City, Vietnam.
Proceedings of the 6th International Conference on Finance and Economics
Viewers' perception of elements used in game live-streams
Lessel, P., Altmeyer, M., & Krüger, A. (2018). Viewers' perception of elements used in game live-streams. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 59-68).
International Academic Mindtrek Conference
Virtual and “Real-life” Wall/Rock Climbing: Motor Movement Comparisons and Video Gaming Pedagogical Perceptions
Jenny, S. E., & Schary, D. P. (2016). Virtual and “Real-life” Wall/Rock Climbing: Motor Movement Comparisons and Video Gaming Pedagogical Perceptions. Sports Technology, 8(3), 100-111.
Virtual and Authentic Tennis: Differences and Similarities of Three Common Tennis Strokes Performed by Collegiate Players
Jenny, S. E., Noble, K. M., Schary, D. P., & Hamill, S. D. (2018). Virtual and Authentic Tennis: Differences and Similarities of Three Common Tennis Strokes Performed by Collegiate Players. FACTA UNIVERSITATIS Series: Physical Education and Sport, 16(3), 525 – 541. doi: 10.22190/FUPES181218048J
Jenny, S. E., Noble, K. M., Schary, D. P., & Hamill, S. D.
FACTA UNIVERSITATIS Series: Physical Education and Sport
Virtual athlete or ultimate nerd? A framing analysis of eSports in Flemish printed media
De Donder, S., Robeers, T., & Daneels, R. (2022). Virtual athlete or ultimate nerd? A framing analysis of eSports in Flemish printed media. Sport in Society, 1-17.
De Donder, S., Robeers, T., & Daneels, R.
Holt, J. (2016). Virtual Domains for Sports and Games. Sport, Ethics and Philosophy, 10(1),5-13.
Virtual Games Meet Physical Playground: Exploring and Measuring Motivations For Live Esports Event Attendance
Pu, H., Xiao, S., & Kota, R. W. (2021). Virtual Games Meet Physical Playground: Exploring and Measuring Motivations For Live Esports Event Attendance. Sport in Society, published online.