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.
Nikkanen, M., & Tan, T. M. (2022). An investigation on the consumer demand and behavior in video game live streaming (Doctoral dissertation, Master Thesis). http://jultika. oulu. fi/files/nbnfioulu-202206142770. pdf (Erişim tarihi: 20 Ağustos 2022)).
Nosal, P., & Lopez-Gonzalez, H. (2021). How Did Regular Sports Bettors Behave During Covid-19 Lockdown? Evidence from Poland. European Sport Management Quarterly, DOI: 10.1080/16184742.2021.1909092
Nothelfer, N. (2021). Die Bundesregierung zur Förderung des eSports in Deutschland – Antwort auf BT-Drs. 19/28730. Sport- und E-Sportrecht in der Praxis, 124-127.
Nothelfer, N. & Petschinka, P. (2021). Das Versäumnis des Gesetzgebers in der Causa eSport und dessen Auswirkungen auf die Praxis. Sport- und E-Sportrecht in der Praxis, 26-31. (article in the founding issue)
Nothelfer, N. & Trunk, D. (2022). Virtuelle Sportsimulationen in verbands- und rechtspolitischer Hinsicht. Sport- und E-Sportrecht in der Praxis, 66-72.
Nothelfer, N., & Schlotthauer, P. (2020). (e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler. eSport – Status quo und Entwicklungspotenziale, 49-78.
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.
Nothelfer, N., & Schlotthauer, P. (2024). Einführung ins eSport-Recht - Kennzeichen der Branche und rechtliche Implikationen. E-Sports-Management, 41-72.
Nothelfer, N., & Wörner, M. (2020). Grenzen der Vertragsgestaltung im eSport am Beispiel Tfue vs. FaZe Clan. eSport-Recht – Politik, Praxis und Wissenschaft im Dialog
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.
Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C. (2022). The Social Media Impact of Esports: The Case of Esports on Facebook. In Esports and the Media (pp. 19-32). Routledge.
Nowik, T. (2011). The Golden Five and it's Impact on Polish eSports Scene. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 71–75). Norderstedt: Books on Demand GmbH.
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.
Nufer, G. (2020). e-Sports: Was es ist und wie es sich entwickelt. Reutlinger Diskussionsbeiträge zu Marketing & Management, Hochschule Reutlingen, ESB Business School, Reutlingen.
Nufer, G., & Mariot, D. (2022). Branding in eSports: An Empirical Analysis of the Specifics of Public Relations Compared to Traditional Sports. IUP Journal of Brand Management, 19(2).
Nyström, A. G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., ... & Törhönen, M. (2022). Current issues of sustainability in esports. International Journal of Esports, 3(3).
O'Beirne, M. (2010). The Irish Scene - Seeds of Change. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 71–76). Norderstedt: Books on Demand GmbH.
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.
Oh, S., Kim, J., Ji, H., Park, E., Han, J., Ko, M., & Lee, M. (2020). Cross-cultural comparison of interactive streaming services: Evidence from Twitch. Telematics and Informatics, 55, 101434.
Ohno, S. (2021). The Link Between Battle Royale Games and Aggressive Feelings, Addiction, and Sense of Underachievement: Exploring eSports-Related Genres. International Journal of Mental Health and Addiction,…
Ohno, S. (2022). The link between battle royale games and aggressive feelings, addiction, and sense of underachievement: Exploring esports-related genres. International Journal of Mental Health and Addiction, 20(3), 1873-1881.
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.
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.
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.
Onishi, T., Yamasaki, M., Hara, T., Hirotomi, T., & Miyazaki, R. (2022). Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults. International Journal of Environmental…
Onofrio, M. (2011). StarCraft II in Western eSports: Is Television Needed? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 29–33). Norderstedt: Books on Demand GmbH.
Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7-8), 421-435.
Pack, S. M., & Hedlund, D. P. (2020). Inclusion of Electronic Sports in the Olympic Games for the Right (or Wrong) Reasons. International Journal of Sport Policy and Politics, published online before print.
Padua, D. (2021). Are eSports only for 'youth'? How parental and educational institutionalization of eSports blur the generational lines of video game culture. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive…
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).
Papaloukas, M. (2018). E-Sports Explosion: The Birth of Esports Law or Merely a New Trend Driving Change in Traditional Sports Law? In 24th IASL International Sports Law Congress.
Paramitha, S. T., Hasan, M. F., Ilsya, M. N. F., Anggraeni, L., & Gilang Ramadhan, M. (2021). Level of physical activity of Indonesian esport athletes in the piala Presiden esport 2019. Jurnal SPORTIF : Jurnal Penelitian Pembelajaran, 7(1), 71-83.
Paravizo, E., & Luvizoto de Souza, R. R. (2018). Playing for Real: An Exploratory Analysis of Professional Esports Athletes’ Work. IEA 2018: Proceedings of the 20th Congress fo the International Ergonomics Association: 507–515.
Park, E., Lee, S., Ham, A., Choi, M., Kim, S., & Lee, B. (2021). Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems.…
Parmar, A. (2012). eSports - The Indian Perspective. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 66–71). Norderstedt: Books on Demand GmbH.
Parshakov, P., Coates, D., & Zavertiaeva, M. (2018). Is Diversity Good or Bad? Evidence from eSports Teams Analysis. Applied Economics, 50(47), 5064-5075.
Parshakov, P., Naidenova, I., & Barajas, A. (2020). Spillover Effect in Promotion: Evidence from Video Game Publishers and eSports Tournaments. Journal of Business Research, 118, 262-270.
Parshakov, P., Naidenova, I., Assanskiy, A., & Nesseler, C. (2022). Obesity and individual performance: the case of eSports. International Journal of Obesity, 1-9.
Parshakov, P., Paklina, S., Coates, D., & Chadov, A. (2020). Does Video Games’ Popularity Affect Unemployment Rate? Evidence from Macro-Level Analysis. Journal of Economic Studies, published online before print.
Parshakov, P., Shakina, E., & Barajas, A. (2021). Testing the Contestable Market Theory in eSports. Economic Research-Ekonomska Istrazivanja, DOI: 10.1080/1331677X.2021.1889389.
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.
Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109.
Pedraza-Ramirez, I., Musculus, L., Raab., M., & Laborde S. (2020). Setting the Scientific Stage for eSports Psychology: A Systematic Review. International Review of Sport and Exercise Psychology, 13(1), 319-352
Pellicone, A. J., & Ahn, J. (2017). The Game of Performing Play: Understanding streaming as cultural production. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 4863-4874).
Peng, Y. (2021). The Role of Gender in Chinese eSports Culture: An Empirical Research of Women's Participation in eSports in China (Doctoral dissertation). University of Glasgow, Glasgow.
Pereira, A. M., Verhagen, E., Figueiredo, P., Seabra, A., Martins, A., & Brito, J. (2021). Physical Activity Levels of Adult Virtual Football Players. Frontiers in Psychology, published online 26 March 2021.
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.
Pérez Cortés, L. E. (2021). Literacies at Play: Digital-Age Literacies in High School Esports (Doctoral Dissertation). Arizona State University, Tempe.
Pérez Cortés, L. E. (2024). Literacies at play: Digital-age literacies in high school esports. In Literacies of the Esports Ecosystem (pp. 11–66). Brill.
Pérez-Fuster Herrera, E. (2022). Plan de empresa para la puesta en marcha de una empresa dedicada a los eventos deportivos ValenGame 2020 (Doctoral dissertation, Universitat Politècnica de València).
Perreault, G. P., & Perreault, M. F. (2021). eSports as a News Speciality Gold Rush: Communication Ecology in the Domination of Traditional Journalism Over Lifestyle Journalism. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways…
Pesa, A. R., Cicin-Sain, D., & Blazevic, T. (2017). New Business Model in the Growing E-Sports Industry. Proceedings of the 2nd International Conference “Business & Entrepreneurial Economics – BEE2017”, Brijuni, Croatia.
Peter, S. C., Li, Q., Pfund, R. A., Whelan, J. P., & Meyers, A. W. (2018). Public Stigma Across Addictive Behaviors: Casino Gambling, eSports Gambling, and Internet Gaming. Journal of Gambling Studies, 35, 247-259.
Petitprez, E. (2022). Responsabilité civile–esport et acceptation des risques: renouveau ou statu quo?. Jurisport: Revue juridique et économique du sport, (228), 41-45.
Petschinka, P. (2021). Zwischen jugendgefährdenden Medien und Alterskennzeichnungen: Jugendschutzrechtliches zum eSport in Österreich. SpoPrax - Sport- und E-Sportrecht in der Praxis, 164-169.
Pfeiffer, A., Bezzina, S., Denk, N., Kriglstein, S., Wimmer, S., & Thielen, C. (2020). Life-world oriented education in the times of the Covid-19 lockdown. Twitch. tv as pedagogical tool.
Pfeiffer, A., Wernbacher, T., Denk, N., & Kriglstein, S. (2020). Do You Love It Already or Do You Still Ignore It? The Two Faces of the Phenomenon Spectatorship in Esports.
Phelps, A., & Consalvo, M. (2020). Laboring Artists: Art Streaming on the Videogame Platform Twitch. In Proceedings of the 53rd Hawaii International Conference on System Sciences.