Skill-based Differences in Spatio-temporal Team Behavior in Defence of the Ancients 2
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Drachen, A., Yancey, M., Maguire, J., Chu, D., Wang, I. Y., Mahlmann, T., …, & Klabjan, D.
IEEE Consumer Electronics Society Games, Entertainment, Media Conference
Chat-based approach applied to automatic livestream highlight generation
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Informal Roles within eSports Teams: A Content Analysis of the Game Counter-Strike: Global Offensive
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Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations
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Les tribus ludiques du” LAN party”: perspectives d’apprentissage et de socialisation en contexte de compétition de jeux vidéo en réseau local
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On the necessity for biomechanics research in esports
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Dupuy, A., Campbell, M. J., Harrison, A. J., & Toth, A. J.
Social live-streaming: Twitch. TV and uses and gratification theory social network analysis
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Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers
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International Journal of eSports Research
Emerging Cyberwork Attack Vectors: Modification, Customization, Secretive Communications, and Digital Forensics in PC Video Games
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International Conference on Computing, Networking
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Playing Across Media: Transtextuality in Competitive Games and eSports
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‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game.
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Playstation und Fußballplatz: vom eSport-Zuschauer zum Fußballfan
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Ehnold, P., Gohritz, A., Lichtenwimmer, D.
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Mechanical Keyboards and Crystal Arrows: Incorporation in Esports
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Both Physical and Virtual: On Immediacy in Esports
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Embodied Involvement in Virtual Worlds: the Case of eSports Practitioners
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Social bodies in virtual worlds: Intercorporeality in Esports
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Phenomenology and the Cognitive Sciences
The Rise of Video-Game Live Streaming: Motivations and Forms of Viewer Engagement
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International Conference on Human-Computer Interaction
Above the Action: The Cultural Politics of Watching Dota 2
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Esports as a novel way of socializing and networking for students and businesses: in and beyond COVID-19 times
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The Self-critical Politics of Play: Politics as Autotelic
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EsportsU Digital Warrior Camp: Creating an Esports-Based Culturally Relevant Computing Living Learning Camp
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Relationship of Internet Addiction Severity with Probable ADHD and Difficulties in Emotion Regulation Among Young Adults
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Evren, B., Evren, C., Dalbudak, E., Topcu, M., & Kutlu, N.
Psychometric Validation of the Turkish Nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF)
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Evren, C., Dalbudak E., Topcu, M., Kutlu, N., Evren, B., & Pontes, H. M.
Exner, C. (2010). eSport - My Passion. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 83–84). Norderstedt: Books on Demand GmbH.
Technological innovation and labor law. Beetween 'sport' and 'entertainment': the e-sports
F. Santini, R. Pettinelli (2023). Technological innovation and labor law. Beetween 'sport' and 'entertainment': the e-sports. University of Bologna.
Looking for group: Live streaming programming for small audiences
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Faas, T., Dombrowski, L., Brady, E., & Miller, A.
Watch me code: Programming mentorship communities on twitch. tv
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Faas, T., Dombrowski, L., Young, A., & Miller, A. D.
Team Ben: A Year as a Professional Gamer
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Digital Strategy in a Sport Club: A Model to Support the Analysis
Facchini, L. V. (2018). Digital Strategy in a Sport Club: A Model to Support the Analysis. Master’s thesis. Politenico di Milano, Milano.
Kundenwert im eSport und seine Auswirkungen
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2013, The Year eSports Defined Their Place in Brazil
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Ancient Stirrings: Approaching Magic: The Gathering's eSports Turn.
Falcão, T. (2021). Ancient Stirrings: Approaching Magic: The Gathering's eSports Turn. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness
Falcão, T., Marques, D., Mussa, I. & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. Gameviroments, No. 13, 382-419.
Falcão, T., Marques, D., Mussa, I. & Macedo, T.
Falcão, T., Marques, D., Mussa, I., & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. gamevironments, (13), 38-38.
Falcão, T., Marques, D., Mussa, I., & Macedo, T.
eSports in Deutschland: Eine Betrachtung aus Perspektive des game - Verband der deutschen Games-Branche e.V.
Falk, F., & Puppe, M. (2020). eSports in Deutschland: Eine Betrachtung aus Perspektive des game - Verband der deutschen Games-Branche e.V.. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 33–48). Wiesbaden: Springer Gabler.
Distributed Leadership in Collegiate Esports
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What Lurks in the Dark: An Audience Participation Horror Game.
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Fanzo, J., Gu, R., Han, J., Majmudar, K., Deng, T., Cheng, F., Li, C. & Hammer, J.
Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study
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International Journal of Cyber Behavior, Psychology and Learning
Narratives of Spectatorship: E-sports in Poland
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Local eSports Media Analyzed Through the Circuit of Culture Framework: Onet-RAS Case Study
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Systemic issues with narratives of identity: Toxicity and esports media professionals
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Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events
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Detecting Potential Subscribers on Twitch: A Text Mining Approach with XGBoost—Discovery Challenge ChAT: CoolStoryBob
Fernandes, M. (2020). Detecting Potential Subscribers on Twitch: A Text Mining Approach with XGBoost—Discovery Challenge ChAT: CoolStoryBob.
Esport and the Human Body: Foundations for a Popular Aesthetics
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From Generative to Conventional Play: MOBA and League of Legends
Ferrari, S. (2013). From Generative to Conventional Play: MOBA and League of Legends. In Proceedings of DIGRA 2013: DeFragging Game Studies, Atlanta, GA.
The impact of esports sponsorship on shareholder wealth: an event study
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Made in China - Gold Farming as Alternative History of Esports
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https://romchip.org/index.php/romchip-journal/article/view/132
Fiedler, I., Ante, L., & Steinmetz, F. (2018). Die Konvergenz von Gaming und Gambling. Wiesbaden: Springer Gabler.
Fields, F. (2010). Why Coaches Would Improve eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 13–16). Norderstedt: Books on Demand GmbH.
Changing Perspectives - An Owner's Journey through eSports
Fields, F. (2011). Changing Perspectives - An Owner's Journey through eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 38–43). Norderstedt: Books on Demand GmbH.
Are 'Olympic' eSports Morally Justifiable?
Filiz, N. (2021). Are 'Olympic' eSports Morally Justifiable?. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 54-61). Norderstedt: Books on Demand.
Television needs Esports but Esports Doesn't Need Television
Filotrani, L. (2020). Television needs Esports but Esports Doesn't Need Television. In. L. M. Walzak, & J. Recupero (Eds.), Sport Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport (pp. x-y). Champaign, IL. Common Ground Research Networks.
MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY
Filotrani, L. (2023). MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY. PhD Thesis London South Bank University School of Arts and Creative Industries https://doi.org/10.18744/lsbu.95qyq
Esports Sponsorship: Practitioners’ Perspectives on Emerging Trends
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.
Finch, D. J., Abeza, G., O’Reilly, N., & Mikkelson, A.
Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities
Finch, D. J., O'Reilly, N., Abeza, G., Clark, B., Legg, D. (2019). Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities. Hershey, PA: Business Science Reference.
Finch, D. J., O'Reilly, N., Abeza, G., Clark, B., Legg, D.
Gemeinnützige Förderung der Allgemeinheit durch e-Sport?
Fischer, P. (2019). Gemeinnützige Förderung der Allgemeinheit durch e-Sport? Recht der Jugend und des Bildungswesens, 67(4), 365-376
#GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports
Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.
Il videogioco in Italia: Storie, Rappresentazioni, Contesti, Marco Benoît Carbone and Riccardo Fassone (eds)(2020)
Fiumara, F. (2022). Il videogioco in Italia: Storie, Rappresentazioni, Contesti, Marco Benoît Carbone and Riccardo Fassone (eds)(2020). Journal of Italian Cinema & Media Studies, 10(3), 541-543.
Journal of Italian Cinema & Media Studies
Flato, C. (2020). Kommunikation im eSport. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 79–83). Wiesbaden: Springer Gabler.
Strategic management in eSports–a systematic review of the literature
Flegr, S., & Schmidt, S. L. (2022). Strategic management in eSports–a systematic review of the literature. Sport Management Review, 1-25.
Audience and streamer participation at scale on twitch
Flores-Saviaga, C., Hammer, J., Flores, J. P., Seering, J., Reeves, S., & Savage, S. (2019). Audience and streamer participation at scale on twitch. In Proceedings of the 30th ACM Conference on Hypertext and Social Media (pp. 277-278).
Flores-Saviaga, C., Hammer, J., Flores, J. P., Seering, J., Reeves, S., & Savage, S.
ACM Conference on Hypertext and Social Media
Challenger: Devenez un Champion de League of Legends
Fnatic & Diver, M. (2017). Challenger: Devenez un Champion de League of Legends. Michel Lafon.
How To Be a Professional Gamer: An eSports Guide to League of Legends
Fnatic, & Diver, M. (2016). How To Be a Professional Gamer: An eSports Guide to League of Legends. Random House.
Knowledge Sharing Live Streams: Real-time and On-demand Engagement
Fonseca, L. M. G., & Barbosa, S. D. J. (2021). Knowledge Sharing Live Streams: Real-time and On-demand Engagement. In: Proceedings of the 23rd International Conference on Enterprise Information Systems - Volume 2
Chat speed op pogchamp: Practices of coherence in massive twitch chat
Ford, C., Gardner, D., Horgan, L. E., Liu, C., Tsaasan, A. M., Nardi, B., & Rickman, J. (2017). Chat speed op pogchamp: Practices of coherence in massive twitch chat. In Proceedings of the 2017 CHI conference extended abstracts on human factors in computing systems (pp. 858-871).
Ford, C., Gardner, D., Horgan, L. E., Liu, C., Tsaasan, A. M., Nardi, B., & Rickman, J.
CHI conference extended abstracts on human factors in computing systems
Definitions of Esports: A Systematic Review and Thematic Analysis
Formosa, J., O'Donnell, N., Horton, E. M., Türkay, S., Mandryk, R. L., Hawks, M., & Johnson, D. (2022). Definitions of Esports: A Systematic Review and Thematic Analysis. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-45.
Formosa, J., O'Donnell, N., Horton, E. M., Türkay, S., Mandryk, R. L., Hawks, M., & Johnson, D.
Proceedings of the ACM on Human-Computer Interaction
Marketing to Gamers: The Effects of Video Game Streams on Consumer Attitudes and Behaviors
Foster, L. B., & Dunn, R. A. (2020). Marketing to Gamers: The Effects of Video Game Streams on Consumer Attitudes and Behaviors. In Digital Marketing Strategies and Models for Competitive Business (pp. 160-186). IGI Global.
The “big red bull” in the esports room: Anti-doping, esports, and energy drink
In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments relate to esports organizations’ partnership with energy-drink companies. First, I briefly explain the creation and development of anti-doping policies in esports. Subsequently, I identify the theoretical foundations of such policies. Then, I expound how the commercial partnership between esports organizations and the energy-drink industry may impact esports anti-doping theoretical underpinnings. I conclude by critiquing this partnership.
https://www.journals.elsevier.com/performance-enhancement-and-health
Der Arbeitnehmer im professionalen eSport (The Employee in Professional Esports)
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)
Francken, J. P., Nothelfer, N., & Schlotthauer, P.
Family Matters: Explaining Why Parental Involvement in eSports Is Changing and Why It's Important
Franco, J. (2019). Family Matters: Explaining Why Parental Involvement in eSports Is Changing and Why It's Important. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 117–120). Norderstedt: Books on Demand GmbH.
The Perception of eSports – Mainstream Culture, Real Sport and Marketisation
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.
The Perception of eSports - Mainstream Culture, Real Sport and Marketisation
Franke, T. (2015). The Perception of eSports - Mainstream Culture, Real Sport and Marketisation. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 111–144). Norderstedt: Books on Demand GmbH.
AOASM position statement on esports, active video gaming, and the role of the sports medicine physician
Franks, R. R., King, D., Bodine, W., Chisari, E., Heller, A., Jamal IV, F., ... & Solomon, M. (2022). AOASM position statement on esports, active video gaming, and the role of the sports medicine physician. Clinical Journal of Sport Medicine, 32(3), e221.
Franks, R. R., King, D., Bodine, W., Chisari, E., Heller, A., Jamal IV, F., ... & Solomon, M.
Coordinating teamplay using named locations in a multilingual game environment - Playing esports in an educational context
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.
Multiplayer Online Games: Origins, Players, and Social Dynamics
Freeman, G. (2018). Multiplayer Online Games: Origins, Players, and Social Dynamics. Boca Raton, FL: CRC Press.
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.
eSports as an Emerging Research Context at CHI: Diverse Perspectives on Definitions
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.
CHI Conference Extended Abstracts on Human Factors in Computing Systems
Social Support in Esports: Building Emotional and Self-Esteem from Instrumental Support Interactions in a Highly Competitive Environment
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 Interaction in Play. 435–447.
Streaming your identity: Navigating the presentation of gender and sexuality through live streaming
Freeman, G., & Wohn, D. Y. (2020). Streaming your identity: Navigating the presentation of gender and sexuality through live streaming. Computer Supported Cooperative Work (CSCW), 29(6), 795-825.
6 How the Negative Public View of Videogames Threatens Esports Sponsors
Freitas, B. D. A., & Contreras-Espinosa, R. S. (2022). 6 How the Negative Public View of Videogames Threatens Esports Sponsors. Esports and the Media, 85.
Freitas, B. D. A., & Contreras-Espinosa, R. S.
Esports Sponsorships: The Double-Edged Sword Effect of Having a Very Vocal Audience
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2022, January). Esports Sponsorships: The Double-Edged Sword Effect of Having a Very Vocal Audience. In Videogame Sciences and Arts: 12th International Conference, VJ 2020, Mirandela, Portugal, November 26–28, 2020, Revised Selected Papers (pp. 1-14). Cham: Springer International Publishing.
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P
Videogame Sciences and Arts: 12th International Conference
The Benefits and Risks of Sponsoring eSports: A Brief Literature Review
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2019).: The Benefits and Risks of Sponsoring eSports: A Brief Literature Review. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 49–57). Norderstedt: Books on Demand GmbH.
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P.
The Power of Videogame Publishers as a Threat to eSports Sponsors
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2021). The Power of Videogame Publishers as a Threat to eSports Sponsors. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 42-53). Norderstedt: Books on Demand.
How Sponsors Should Bring Relevant-Added Value to Esports
Freitas, B. D. A., Countreras-Espinosa, R. S., & Correia, P. Á. P. (2020). How Sponsors Should Bring Relevant-Added Value to Esports. Scientific Annals of Economics and Business, 67(3), 363-387.
Freitas, B. D. A., Countreras-Espinosa, R. S., & Correia, P. Á. P.
Scientific Annals of Economics and Business
eSports: Rechtsfragen eines komplexen Ökosystems im Überblick
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