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Content structure is king: An empirical study on gratifications, game genres and content type on Twitch
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171.
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J.
Continuous monitoring of HRV in esports players
Bennett, M., Čironis, L., Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., ... & Koshy, A. (2022). Continuous monitoring of HRV in esports players. International Journal of Esports, 2(2).
Bennett, M., Čironis, L., Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., ... & Koshy, A.
https://www.ijesports.org/article/60/html
Continuous play: leisure engagement in competitive fighting games and taekwondo
Siutila, M., Karhulahti, V.-M., (2021) Continuous play: leisure engagement in competitive fighting games and taekwondo. Annals of Leisure Research. Published online.
Contributions of Sport Psychology to the Competitive Gaming: An Experience Report with a Professional Team of League of Legends
Pereira, R., Wilwert, M. L., & Takase, E. (2016). Contributions of Sport Psychology to the Competitive Gaming: An Experience Report with a Professional Team of League of Legends. International Journal of Applied Psychology, 6(2), 27-30.
Pereira, R., Wilwert, M. L., & Takase, E.
International Journal of Applied Psychology
Control Freak: How an Injured eSports Athlete Got Back into the Game
Khan, I. (2017). Control Freak: How an Injured eSports Athlete Got Back into the Game. CUNY Academic Works, Fall 2017.
Conventions within eSports: Exploring Similarities in Design
Al Dafai, S. (2016). Conventions within eSports: Exploring Similarities in Design. Proceedings of 1st International Joint Conference of DiGRA and FDG.
Convergence of Gaming and Media: Music and eSports.
Jin, Y., & Yoon, T.-J. (2021). Convergence of Gaming and Media: Music and eSports. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review
Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sciences, 10(11), 859.
Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J.
Converging experiences, converging audiences: An analysis of doctor who on Twitch
Jacobs, N., & Booth, P. (2021). Converging experiences, converging audiences: An analysis of doctor who on Twitch. Convergence, 27(5), 1324-1342.
Coordinating teamplay using named locations in a multilingual game environment - Playing esports in an educational context
Rusk, F., & Ståhl, M. (2022). Coordinating teamplay using named locations in a multilingual game environment-Playing esports in an educational context. Classroom Discourse, 1-24.
This study investigates the video game play of a multiplayer firstperson shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all Finnish-Swedish bilinguals who are proficient in English. The study focuses on the action of providing callouts, which are coordinated English words that refer to specific in-game locations and, when provided, point to opponents’ locations. The aim is to investigate how participants employ callouts as part of their in-game interaction and teamplay, and what they orient to as ‘callout competence’. With a greater understanding of the social organisation of the multilingual game environment and actions, such as callouts, we can better understand the affordances for collaborative and multilingual learning that games can provide for education. Callout competence appears to align with skills and knowledge that may be transferrable into the educational setting; that is, the components that are part of callout competence require collaborative skills and multilingual competence. These skills are part of what makes the teamwork work, as well as an inherent part of activities in an esports education programme that has broadened the classroom to encompass esports game play outside of the classrooms.
Coordination, Communication, and Competition in eSports: A Comparative Analysis of Teams in Two Action Games
Lipovaya, V., Lima, Y., Grillo, P., Barbosa, C. E., Souza, J. M., & Duarte, F. J. (2018). Coordination, Communication, and Competition in eSports: A Comparative Analysis of Teams in Two Action Games. In Proceedings of the 16th European Conference on Computer-Supported Cooperative Work-Exploratory Papers, Reports of the European Society for Socially Embedded Technologies.
Lipovaya, V., Lima, Y., Grillo, P., Barbosa, C. E., Souza, J. M., & Duarte, F. J.
Conference on Computer-Supported Cooperative Work-Exploratory Papers, Reports of the European Society for Socially Embedded Technologies