Browse Items (1773 total)

Egliston, B. (2020). ‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game. New Media & Society, 22(6), 984-1003.

Kang, C. (2019). A Polymorphic Approach to Esports Betting. Brigham Young University Prelaw Review, 33 (7), 1-10.

Schöber, T. (2021, April 30). Definitionen und Diskussion: Sport, Gaming und E-Sport. Retrieved from https://www.paidia.de/definitionen-und-diskussion-sport-gaming-und-e-sport/

Bousquet, J., & Ertz, M. (2021). eSports: Historical Review, Current State, and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 1-24 ). IGI Global.

Kim, S., Lee, B., & Oulasvirta, A. (2018). Impact Activation Improves Rapid Button Pressing. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, Paper 571, 1–8.…

Boudot, M., & Faure-Abbad, M. (2017). La qualification juridique de l’e-sport. In Rabu, G. & Reverchon-Billot, M. (Eds.), Les enjeux juridiques de l’e-sport (23-24). Presses Universitaires d’Aix-Marseille.

Pérez Cortés, L. E. (2021). Literacies at Play: Digital-Age Literacies in High School Esports (Doctoral Dissertation). Arizona State University, Tempe.

Yang, Y. C., Lee, Y. H., Lee, S. H., & Chang, S. (2020). A Novel Approach to Predicting Live-Stream Subscribers. In Proceedings of the 7th Multidisciplinary in International Social Networks Conference and The 3rd International Conference on…

Andrejkovics, Z. (2016). The Invisible Game: Mindset of a Winning Team. CreateSpace Independent Publishing Platform.

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

Niculaescu, C. E., Sangiorgi, I., & Bell, A. R. (2021). Venture Capital Financing in the Esports Industry. Available at SSRN: https://ssrn.com/abstract=3795142 or http://dx.doi.org/10.2139/ssrn.3795142

Macedo, T., & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 246-267.

Kim, S. J. (2022). THE ESPORT POINTS OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT ORGANIZATIONS.

Taylor, N. T. (2012). ‘A Silent Team is a Dead Team‘: Communicative Norms in Team-based Halo 3 Play. In G. Voorhees (Ed.), Guns, Grenades and Grunts: First Person Shooter Games. New York: Continuum.

Lowood, H. Forthcoming. ‘Beyond the Game’: The Olympic Ideal and Competitive e-Sports. In D. Thomas & J. Fouts (Eds.), Play and Politics: Games, Civic Engagement, and Social Activism.

Ross, A. S., & Logi, L. (2021). ‘Hello, this is Martha’: Interaction dynamics of live scambaiting on Twitch. Convergence, 27(6), 1789-1810.

Cullen, A. L. L. (2018). ‘I play to win!’: Geguri as a (Post)Feminist Icon in eSports. Feminist Media Studies, 18(5), 948-952.

Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv. Information, Communication and Society, 22(3), 336-351.

Koch, N., Pongratz, S., McCauley, B., & Achtenhagen, L. (2020). ‘Smashing It’: How User Entrepreneurs Drive Innovation in Esports Communities. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/23/html

Bankova, K., & Nablsi, A. (2022). " Old-School" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective.

Partin, W. C. (2021). "Hack the Planet": Or, the Political Economy of Overwatch League. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Orme, S. (2021). "Just watching": A Qualitative Analysis of Non-Player's Motivations for Video Game Spectatorship. New Media & Society, 1-18.

Negueruela, A. (2015). "Mom, I Want to Be a Caster". In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 29–32). Norderstedt: Books on Demand GmbH.

Barie, V. (2017). "Reverse-Gamification" Analysis of the Crowding-Out Effects in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 52–70). Norderstedt: Books on Demand GmbH.

Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). "Will I always be not social?" Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism. In Proceedings of the 2016 CHI conference on human…

Irwin, S., Naweed, A., & Lastella, M. (2021). "You gotta understand the context of this though": Preliminary insights on perceptions of trash talk across esport communities. Proceedings of DiGRA Australia 2021

Siutila, M. & Havaste, E. (2018). “A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit, in Proceedings of the 2018 DIGRA International Conference.

Johnson, M. R., & Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 2056305119881694.

Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M. (2022). “Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports. Frontiers in Sports and Active Living, 4.

Švelch, J., & Švelch, J. (2020). “Definitive playthrough”: Behind-the-scenes narratives in let’s plays and streaming content by video game voice actors. New Media & Society, 1461444820971778.

Kainz, F., Haupt, T., & Werner, C. (2018). “eSport”: Mehr als eine momentane Spielerei. Causa Sport, 2/2018, 153-160.

Krajník, J. (2022). “Hot hand” in Esports: Quiet Eye Does Not Generalize to Multiple Targets in a Computerized Task.

Baltzar, P., Hassan, L., Turunen, M. (2023). “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities in Journal of Electronic Gaming and Esports.

Stoll, A. (2009). “Killerspiele” oder E-Sport. vwh Verlag.

Ruberg, B. (2021). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New media & society, 23(6), 1681-1699.

Ruotsalainen, M., & Välisalo, T. (2020). “Overwatch is anime”: Exploring an alternative interpretational framework for competitive gaming. In Conference of Digital Games Research Association (Vol. 2020). Digital Games Research Association.

Välisalo, T., & Ruotsalainen, M. (2022). “Sexuality does not belong to the game”: Discourses in Overwatch Community and the Privilege of Belonging. Game Studies: the international journal of computer game research, 22(3).

This article analyzes the relationship between student productive labor, or the creation of media content like podcasts or graphic designs, and the institutionalization of collegiate esports. Through 19 semi-structured interviews with students and…

Karhulahti, V.-M. & Kimppa, K. (2018). “Two Queens and a Pwn, Please.” An Ethics for Purchase, Loot, and Advantage Design in eSports. In Proceedings of the 2nd International GamiFIN Conference (pp. 115-122), Pori, Finland.

Tjønndal, A. (2020). “What's Next? Calling Beer-Drinking a Sport?!”: Virtual Resistance to Considering eSport as Sport. Sport, Business and Management, published online before print.

Schulze, U. (2016). “Wir finden für jeden das passende Paket”: Interview mit Ulrich Schulze, Vice President Pro Gaming bei der ESL, über die Entwicklung des eSports und die Möglichkeiten für Sponsoren, sich in dem jungen und zukunftsträchtigen Markt…

Lin, Z., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts, published online 19 Oct. 2021, https://doi.org/10.1080/02560046.2021.1986731.

Lin, X., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts

Nothelfer, N., & Schlotthauer, P. (2022). (E-)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und E-Sportler. In E-Sport (pp. 49-80). Springer Gabler, Wiesbaden.

Migliore, L. (2022). (E) sports Medicine on Campus. In Understanding Collegiate Esports (pp. 78-105). Routledge.

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

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

Groen, M. (2016). (Un)Doing Gender? Female Tournaments in the E-Sports Scene. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), 2537.

Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.

Fagundes Pase, A., & Schultz, H. (2015). 2013, The Year eSports Defined Their Place in Brazil. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 23–28). Norderstedt: Books on Demand GmbH.

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.

Torres-Toukoumidis, A., Marín-Gutiérrez, I., & Caldeiro, M. C. (2022). 7 Communication Experts’ Perspective on Esports. Esports and the Media, 104.

Lim, C. N., Goh, Y. N., Isa, S. M., Thurasamy, R., & Suki, N. M. (2022). A Bibliometric Review on Esports Participation: View from Malaysia. Journal of Entrepreneurship, Business and Economics, 10(2), 139-171.

Jenny, S. E., & Pastore, R. (2023). A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction. Elsevier.

Rusk, F., & Ståhl, M., (2020). A CA Perspective on Kills and Deaths in Counter-Strike: Global Offensive Video Game Play. Social Interaction, 3(2).

Laterman, M., Arlitt, M., & Williamson, C. (2017). A campus-level view of Netflix and Twitch: Characterization and performance implications. In 2017 International Symposium on Performance Evaluation of Computer and Telecommunication Systems (SPECTS)…

Spjut, J., Boudaoud, B., & Kim, J. (2021). A Case Study of First Person Aiming at Low Latency for Esports. In EHPHCI 2021: ACM CHI Workshop on Esports and High Performance Human Computer Interaction, May 08-13, 2021, Yokohama, Japan. ACM, New York,…

Warnholz, C. (2011). A Cinderella Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 76–79). Norderstedt: Books on Demand GmbH.

Bonnevie, E., Paczkowski, M. M., Barth, C., Janzen, T., Wartella, E., & Smyser, J. (2022). A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative. NEJM Catalyst…

Summerley, R. K. (2021). A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Mah, J. (2011). A Decade of eSports: The Asian Perspective. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 8–15). Norderstedt: Books on Demand GmbH.

Han, H. K., Huang, Y. C., & Chen, C. C. (2019). A Deep Learning Model for Extracting Live Streaming Video Highlights using Audience Messages. In Proceedings of the 2019 2nd Artificial Intelligence and Cloud Computing Conference (pp. 75-81).

Chen, Z., & Bu, X. (2022). A Grounded Theory Construction of the eSports Endogenous Drive Model. Journal of Environmental and Public Health, 2022.

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Zhouxiang, L. (2022). A History of Competitive Gaming. Routledge.

Dor, S. (2014). A History of Real-Time Strategy Gameplay From Decryption to Prediction: Introducing the Actional Statement. Kinephanos, 58-73.

Yang, T. W., Shih, W. Y., Huang, J. L., Ting, W. C., & Liu, P. C. (2013). A hybrid preference-aware recommendation algorithm for live streaming channels. In 2013 Conference on Technologies and Applications of Artificial Intelligence (pp. 188-193).…

Olejniczak, J. (2015). A linguistic study of language variety used on twitch. tv: desriptive and corpus-based approaches. Redefining community in intercultural context, 4(1), 329-334.

Horstmann, M. (2015). A Magical Moment in Katowice? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 36–38). Norderstedt: Books on Demand GmbH.

Anðelić, B., Bianco, A., Maksimović, N., Todorović, N., & Drid, P. (2022). A milestone in the era of esports: The Olympics through the lens of virtual reality. Frontiers in Psychology, 13.

Hulaj, R., Nyström, M. B. T., Sörman, D. E., Backlund, C. Röhlcke, S., & Jonsson, B. (2020). A Motivational Model Explaining Performance in Video Games, Frontiers in Psychology, 11, 1-12.

Choi, C. et al. (2017). A new Approach Via Level of Addiction in eSports: Investigating Participation Motives from a Marketing Perspective. 2017 Sport Marketing Association Conference (SMA XV).

Kelly, S. J., & Van der Leij, D. (2021). A new frontier: alcohol sponsorship activation through esports. Marketing Intelligence & Planning, 39(4), 533-558.

Tong, B. A. (2017). A New Player has Entered the Game: Immigration Reform for eSports Players. Jeffrey S Moorad Sports Law Journal, 24, 351–386.

Andrejkovics, Z. (2018). A Newborn Business Esports: Discover the Industry Behind Professional Gaming. Independently published.

Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).

Bosc, G., Tan, P., Boulicaut, J. F., Raïssi, C., & Kaytoue, M. (2015). A Pattern Mining Approach to Study Strategy Balance in RTS Games. IEEE Transactions on Computational Intelligence and AI in Games, 9(2), 123-132.

Poulus, D. R., Coulter, T. J., Trotter, M. G., & Polman, R. (2022). A qualitative analysis of the perceived determinants of success in elite esports athletes. Journal of sports sciences, 40(7), 742-753.

Baumann, A., Mentzoni, R. A., Erevik, E., & Pallesen, S. (2022). A qualitative study on Norwegian esports students’ sleep, nutritional and physical activity habits and the link to health and performance. International Journal of Esports

Szablewicz, M. (2016). A Realm of Mere Representation? ‘Live’ e-Sports Spectacles and the Crafting of China’s Digital Gaming Image. Games and Culture, 11(3), 256-274.

Caetano, M. (2022). A Region of Contenders: Overwatch in Brazil. In Modes of Esports Engagement in Overwatch (pp. 113-133). Cham: Springer International Publishing.

Yamagata, K., Yamagata, L. M., & Abela, M. (2022). A review article of the cardiovascular sequalae in esport athletes: a cause for concern?. Hellenic Journal of Cardiology.

Boes, K. (2010). A Russian in the Desert Country. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 91–92). Norderstedt: Books on Demand GmbH.

Ho, W.K., Sum, K.W.R. & Tang, D. A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence. Curr Psychol (2024). https://doi.org/10.1007/s12144-024-05997-4

Hiltscher, J. (2015). A Short History of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 9–14). Norderstedt: Books on Demand GmbH.

Holden, J. T., Edelman, M., & Baker, T. A. (2020). A Short Treatise On Esports and the Law: How America Regulates Its Next National Pastime. University of Illinois Law Review, 2, 509-581.

Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Do, S., Chang, M., & Lee, B. (2021). A Simulation Model of Intermittently Controlled Point-and-Click Behaviour. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA,…

Kim, S. H., & Thomas, M. K. (2015). A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-cultural Dimensions of the Development of Expertise. Asian Journal of Information Technology, 14(5), 176–186.

Tucker, J. C. (2022). A Study of Leadership Behaviors in Esports Contexts (Doctoral dissertation, Utah State University).

Kim, Y. (2013). A Study of Wellness Core Technology and E-Sports. In IT Convergence and Security Proceedings. Piscataway, NJ: IEEE.

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Hagiwara, G., Akiyama, D., Furukado, R. & Takeshita, S. (2020). A study on psychological training of eSports using digital games: Focusing on rhythm game. Journal of Human Sport and Exercise 15 (3proc), 495-503.

Kim, Y. J., Choi, M. J., & Cha, Y. S. (2012). A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills. In Ubiquitous and Future Networks Conference Proceedings (pp. 471–475).…

Murakami, K., & Miyachi, H. (2022). A Study on the Impact of High Refresh-Rate Displays on Scores of eSports. In International Conference on Network-Based Information Systems (pp. 283-288). Springer, Cham.

Kim, J., & Hwang, O. C. (2022). A study on the popularization of eSports: Focusing on the Awareness of Korean eSports Users and Policy. e 스포츠 연구: 한국 e 스포츠학회지, 4(2), 93-105.

Messier, M.-A. (2017). A Turning Point for FPS Games. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 49–51). Norderstedt: Books on Demand GmbH.

Hedlung, D. P. (2021). A Typology of Esport Players. Journal of Global Sport Management.

O'Beirne, M. (2011). A Year in which Business and eSports Games Learned to Co-exist. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 24–28). Norderstedt: Books on Demand GmbH.

Leunens, S. (2010). A Year of Belgian eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 77–82). Norderstedt: Books on Demand GmbH.

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

Mieth, T. (2014). Abrufen zusätzlicher Informationen bei Videostreams im eSport: Entwicklung einer Möglichkeit zur Anzeige von zusätzlichen Informationen bei Übertragungen im Web. AV Akademikerverlag.
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