Browse Items (1774 total)

Scholz, T. M. (2012). New Broadcasting Ways in IPTV - The Case of the Starcraft Broadcasting Scene. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 89–102). Norderstedt: Books on Demand GmbH.

Scholz, T. M. (2012). New Broadcasting Ways In IPTV — The Case of the Starcraft II Broadcasting Scene. World Media Economics & Management Conference 23–27.5.2012 in Thessaloniki, Greece.

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.

Roman, D. (2022). Next generation sport fandom: interrogating the complexities and opportunities of esports and digital fan engagement in the Australian context.

Löffler, D., Giron, L., & Hurtienne, J. (2017). Night mode, dark thoughts: Background color influences the perceived sentiment of chat messages. In IFIP Conference on Human-Computer Interaction (pp. 184-201). Springer, Cham.

Keiper, M. C., Manning, R. D., Jenny, S. E., Olrich, T., & Croft, C. (2017). No Reason to LoL at LoL: the Addition of eSports to Intercollegiate Atheltic Departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143-160.

Zhuang, W., Yin, K., Zi, Y., & Liu, Y. (2020). Non-Invasive Brain Stimulation: Augmenting the Training and Performance Potential in Esports Players, brain sciences, 10(7), 454-467.

Bayliss, H. (2016). Not Just a Game: The Employment Status and Collective Bargaining Rights of Professional ESports Players. Washington and Lee Journal of Civil Rights ans Social Justice, 22(2), 359-409.

Turtiainen, R., Friman, U., & Ruotsalainen, M. (2020). ‘Not Only for a Celebration of Competitive Overwatch but Also for National Pride’: Sportificating the Overwatch World Cup 2016. Games and Culture, 15(4), 351-371.

Comerford, S. (2012). Note: International Intellectual Property Rights and the Future of Global ‘e-sports’. Brooklyn Journal of International Law, 37, 623-648.

Ruberg, B., Cullen, A. L., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466-481.

Taylor, N. T. (2015). Now You're Playing with Audience Power: The Work of Watching Games. Critical Studies in Media Communication, 33(4), 293-307

Zadtootaghaj, S., Barman, N., Schmidt, S., Martini, M. G., & Möller, S. (2018). NR-GVQM: A no reference gaming video quality metric. In 2018 IEEE International Symposium on Multimedia (ISM) (pp. 131-134). IEEE.

Schliée, M. (2011). Nutzungsforschung eSport: Motive der professionellen Nutzung von Video- und Computerspielen. VDM.

Parshakov, P., Naidenova, I., Assanskiy, A., & Nesseler, C. (2022). Obesity and individual performance: the case of eSports. International Journal of Obesity, 1-9.

Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement. Sport, Ethics and Philosophy, DOI: https://doi.org/10.1080/17511321.2021.1945669

Gao, Z., Yada, S., Wakamiya, S., & Aramaki, E. (2020). Offensive language detection on video live streaming chat. In Proceedings of the 28th International Conference on Computational Linguistics (pp. 1936-1940).

Scully-Blaker, R. (2016). On Becoming “Like eSports” Twitch as a Platform for the Speedrunning Community. DiGRA/FDG ’16 – Abstract Proceedings of the First International Joint Conference of DiGRA and FDG.

Zhang, C., & Liu, J. (2015). On crowdsourced interactive live streaming: a twitch. tv-based measurement study. In Proceedings of the 25th ACM workshop on network and operating systems support for digital audio and video (pp. 55-60).

Bonner, J., & Woodward, C. (2012). On Domain-specific Decision Support Systems for E-sports Strategy Games. Proceedings of the 24th Australian Computer-Human Interaction Conference, 42-51.

Witkowski, E. (2012). On the Digital Playing Field: How We ‘Do Sport’ With Networked Computer Games. Games and Culture, 7, 349-374.

Dupuy, A., Campbell, M. J., Harrison, A. J., & Toth, A. J. (2024). On the necessity for biomechanics research in esports. Sports Biomechanics, 1–13. https://doi.org/10.1080/14763141.2024.2354440

Wagner, M. (2006). On the Scientific Relevance of eSport. In Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development. Las Vegas, Nevada: CSREA Press.

Blamey, C. (2022). One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums. In Modes of Esports Engagement in Overwatch (pp. 31-47). Palgrave Macmillan, Cham.

Mattinen, T., & Macey, J. (2018, October). Online Abuse and Age in Dota 2. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 69-78).

Konstantinova, K., Bulygin, D., Okopny, P., & Musabirov, I. (2018). Online Communication of eSports Viewers: Topic Modeling Approach. In A. Cheok, M. Inami & T. Romão (Eds.), ACE 2017. Advances in Computer Entertainment Technology (pp. 608–613).…

Rines, O. (2020). Online Community Bonds as a Method of Mitigating Toxicity in an Interactive Livestream. In Multidisciplinary Perspectives on Media Fandom (pp. 303-322). IGI Global.

Yee, Z. Y. (2022). Online esports competitive team finder web app with built-in tournament creator, custom lobby match-up and profile ratings based on participations and compliments (Doctoral dissertation, UTAR).

Lelonek-Kuleta, B., & Bartczuk, R. P. (2021). Online Gambling Activity, Pay-to-Win Payments, Motivation to Gamble and Coping Strategies as Predictors of Gambling Disorder Among e-sports Bettors. Journal of Gambling Studies, published online 10 March…

Chee, F., & Smith, R. K. (2005). Online Gamers and the Ambiguity of Community: Korean Definitions of Togetherness for a New Generation. Internet Research Annual, 4. New York: Peter Lang.

Guo, Z., Cahalane, M., & Carbonie, A. (2022). Online gaming with a purpose: exploring positive personal development achieved through esports play. Behaviour & Information Technology, 1-23.

Wearing, J. (2022). Online toxicity as violence in esports: a League of Legends case study (Doctoral dissertation, Macquarie University).

Renovato de Araujo, I., & Porfírio Soares de Oliveira, F. (2017). ONLINPCS: From Olympics to Electrônics. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 71–78). Norderstedt: Books on Demand GmbH.

McLeod, C. M., Xue, H., & Newman, J. I. (2021). Opportunity and inequality in the emerging esports labor market. International Review for the Sociology of Sport.

Rodriguez, H., Haag, M., Abner, S., Johnson, W., Glassel, A., Musselman, R., & Wyatt, R. (2016). OpTic Gaming: The Making of eSports Champions. Dey Street Books.

Kwag, S., Lee, W. J., & Ko, Y. D. (2022). Optimal seat allocation strategy for e‐sports gaming center. International Transactions in Operational Research, 29(2), 783-804.

Kim, S., Lee, B., van Gemert, T., & Ouslavira, A. (2020). Optimal Sensor Position for a Computer Mouse. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA,…

Suggs, D. W. (2022). Organizing and Governing Collegiate Esports. In Understanding Collegiate Esports (pp. 106-120). Routledge.

Renner, M., & Taylor, N. (2021). Orienting eSports: Locating the perceptual and cultural work of shoutcasters. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Can, O., & Foxman, M. (2021). Out of the Cafe and into the Arena - Esports Spaces and Neoliberalization in Turkey. ROMchip, 3(1).

Taylor, N., & Hammond, R. (2018). Outside the Lanes: Supporting a Non-normative League of Legends Community. In T. Harper, M. Blythe-Adams & N. Taylor (Eds.), Queer Studies/Game Studies: Playing Out Binaries. New York: Palgrave-Macmillan.

Canossa, A., Witkowski, E., & Ozkaynak, D. (2015). Over-Lenient and Over-Aggressive Behaviors: Gender Play in League of Legends. Working Paper

Ruotsalainen, M. (2022). Overwatch esports and the (re) configurations of gender and nationality. JYU dissertations.

Wirman, H., & Jones, R. (2022). Overwatch Fandom and the Range of Corporate Responses. In Modes of Esports Engagement in Overwatch (pp. 157-177). Palgrave Macmillan, Cham.

Apperley T. (2022) Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports. In: Ruotsalainen M., Törhönen M., Karhulahti VM. (eds) Modes of Esports Engagement in Overwatch. Palgrave Macmillan,…

Välisalo, T., & Ruotsalainen, M. (2018). Overwatch: The Game, the eSports, and Transmedial User Practices. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Burk, D. (2013). Owning e-Sports: Proprietary Rights in Professional Computer Gaming. University of Pennsylvania Law Review, 161, 1535-1578.

Besombes, N. & Jenny, S. E. (2023). Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade. Palgrave Macmillan.

Leith, A. P. (2021). Parasocial cues: The ubiquity of parasocial relationships on Twitch. Communication monographs, 88(1), 111-129.

Kayane (2016). Parcours d’une e-combattante. 404 éditions.

Tags:

Dagaev, D., & Stoyan, E. (2020). Parimutuel Betting on the eSports Duels: Evidence of the Reverse Favourite-Longshot Bias. Journal of Economic Psychology, 81, 102305.

Shields, D. (2011). Passion in eSports - A Flame that Never Goes Out. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 16–23). Norderstedt: Books on Demand GmbH.

Werdenich, G. (2010). PC Bang, E-Sport und der Zauber von StarCraft. vwh Verlag.

Kimpo, F. L. Q., Luna, J. R. C., Sabban, P. M. F., & Yap, J. K. D. (2022). PC video game industry: Analyzing the moderating effect of player types on the relationship between monetization offerings, challenge, social aspect, player expenditure, and…

Arkaan, D., & Kosasih, K. (2022). PENGARUH FENOMENA REAL MONEY TRADE TERHADAP KEPUTUSAN PEMBELIAN DAN IMPLIKASINYA TERHADAP KEPUASAN PELANGGAN VIRTUAL ITEM COUNTER-STRIKE: GLOBAL OFFENSIVE TAHUN 2021. Eqien-Jurnal Ekonomi dan Bisnis, 9(1), 371-377.

Jalal, N. M., Amaliah, R., Wardhani, R. C. A., Rifqah, R., Muhammad, F., & Ajra, M. F. (2022). Pengaruh Strategi Ketangguhan Mental Terhadap Motivasi Berprestasi Atlet. Aksara: Jurnal Ilmu Pendidikan Nonformal, 8(2), 809-814.

Mubarak, K., Sadika, F., & Muttaqien, T. Z. (2022). Perancangan Meja Live Streaming Untuk Meningkatkan Efektivitas Live Streaming. eProceedings of Art & Design, 9(1).

Terranova, C. D. (2022). Perceived Impact of Collegiate Esports on Students and the College (Doctoral dissertation, Wilmington University (Delaware)).

Poulus, D., Coulter, T., Trotter, M., & Polman, R. (2021). Perceived stressors experienced by competitive esports athletes. International Journal of Esports.

Amor, J. S., Hervás, J. C., & Berenguer, S. A. (2021). Percepción de la marca en esports: evento grande y pequeño. In Deporte y regulación: nuevos escenarios y desafíos: actas del XI Congreso Iberoamericano de Economía del Deporte (pp. 319-322).…

Richardson, A., Berger, N. and Smith, P. (2023). Perceptions of Cheating and Doping in E-Cycling.

Cotrufo, R. J., MacGregor, J. F., & McGinniss, K. T. (2022). Perceptions of NCAA Division II and III Athletic directors regarding the emergence of e-sports. Journal for the Study of Sports and Athletes in Education, 1-16.

Schubert, M., Eing, F., & Könecke, T. (2022). Perceptions of professional esports players on performance-enhancing substances. Performance Enhancement & Health, 10(4), 100236.

Cumming, D. (2021). Perceptions towards esports in mainstream English-language new media. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Pluss, M. A., Novak, A. R., Bennett, K. J. M., Panchuk, D., Coutts, A. J., & Fransen, J. (2020). Perceptual-motor Abilities Underlying Expertise in Esports. Journal of Expertise, 3(2).

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.

Consalvo, M., & Phelps, A. (2019). Performing game development live on Twitch. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Voorhees, G., & Orlando, A. (2018). Performing Neoliberal Masculinity: Reconfiguring Hegemonic Masculinity in Professional Gaming. In Masculinities in Play. New York, NY: Palgrave Macmillan.

Kordyaka, B., Klesel, M., & Jahn, K. (2019). Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and Video Gaming: Comparing Regular Gamers, Non-Gamers, and Gaming Addicts and Differentiating between Game Genres. Computers in Human Behavior, 55, 406–412.

Neri, F., Smeralda, C., Momi, D., Sprugnoli, G., Menardi, A., Ferrone, S., (...), Santarnecchi, E. (2021). Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame. Frontiers in Psychology, published…

Lin, C. Y., & Chen, H. S. (2019). Personalized channel recommendation on live streaming platforms. Multimedia Tools and Applications, 78(2), 1999-2015.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Walzel, S., & Schubert, M. (2018). Perspektiven des Sportsponsorings. Springer Gabler: Berlin, Heidelberg.

Sakamoto, T. (2022). Phenomenological Critique of the esports Experience: Focusing on Similarities with Drone Weapons. International Journal of Sport and Health Science, 202141.

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.

Krause, J. M., & Jenny, S. E. (2023). Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs. Sagamore Publishing.

McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Journal of Electronic Gaming and Esports.

Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., Douris, P., Zwibel, H., & DiFrancisco-Donoghue, J. (2020). Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming, Frontiers in Psychology, 11, 1-6.

Andre, T. L., Walsh, S. M., Valladao, S., & Cox, D. (2020). Physiological and Perceptual Response to a Live Collegiate Esports Tournament. International Journal of Exercise Science, 13(6), 1418-1429.

Leavitt, A., Keegan, B. C., & Clark, J. (2016). Ping to Win?: Non-verbal Communication and Team Performance in Competitive Online Multiplayer Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 4337-4350). ACM.

Borowy, M., & Jin, D. Y. (2013). Pioneering eSport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests. International Journal of Communication, 7.

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).

Pargman, D., & Svensson, D. (2019). Play as Work: On the Sportification of Computer Games. Digital Culture & Society, 5(2), 15-40.

Taylor, T. L. (2006). Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press.

Tags: ,

Taylor, N. T. (2011). Play Globally, Act Locally: The Standardization of Pro Halo 3 Gaming. International Journal of Gender, Science and Technology, 3(1).

Taylor, N. T. (2016). Play to the Camera: Video Ethnography, Spectatorship, and e-Sports. Convergence, 22(2), 115-130.

Seula, R., Amaro, M., & Fragoso, S. (2018). Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer. DIGRA

Törhönen, M., Hassan, L., Sjöblom, M., & Hamari, J. (2019). Play, playbour or labour? The relationships between perception of occupational activity and outcomes among streamers and YouTubers. In: Proceedings of the 52nd Hawaii International…

von Au, C. (2018). Play. Das Leben als Pro Gamer. Carlsen.

Tags:

Rusk, F., Ståhl, M., & Silseth, K. (2021). Player Agency, Team Responsibility, and Self-Initiated Change: An Apprentice's Learning Trajectory and Peer Mentoring in Esports. In M. Harvey, & R. Marlatt (Ed.), Esports Research and Its Integration in…

Ståhl, M., Rusk, F. (2020). Player customization, competence and team discourse: exploring player identity (co)construction in Counter-Strike: Global Offensive. Game Studies 20(4).

Consalvo, M. (2017). Player one, playing with others virtually: What’s next in game and player studies. Critical Studies in Media Communication, 34(1), 84-87.

Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2018). Player Performance Evaluation in Team-Based First-Person Shooter eSport. Communications in Computer and Information Science, 814, 154-175

Witkowski, E., & Manning, J. (2019). Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices. Convergence The International Journal of Research into New Media Technologies, 1–17.

Välisalo, T., & Ruotsalainen, M. (2022). Player Reception of Change and Stability in Character Mechanics. Modes of Esports Engagement in Overwatch, 67.

Demediuk, S., Murrin, A. Bulger, D., Hitchens, M., Drachen, A., Raffe, W. L., & Tamassia, M. (2018). Player Retention in League of Legends: a Study Using Survival Analysis. In Proceedings of the Australasian Computer Science Week Multiconference (p.…

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Player-centric Networks in League of Legends. Social Networks, 55, 149-159.

Egliston, B. (2015). Playing Across Media: Transtextuality in Competitive Games and eSports. In Proceedings of DiGRA 2015: Diversity of play: Games — Cultures — Identities.
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2