Browse Items (1774 total)

Phelps, A., Consalvo, M., & Bowman, N. (2021). Streaming into the Void: An Analysis of Microstreaming Trends and Behaviors Utilizing a Demand Framework. In: Proceedings of the 54th Hawaii International Conference on System Sciences.

Piggott, L., Tjønndal, A., & Hovden, J. (2022). Leadership and gender inclusion in esports organisations. In Social Issues in Esports (pp. 46-64). Routledge.

Pires, K., & Simon, G. (2014). Dash in twitch: Adaptive bitrate streaming in live game streaming platforms. In Proceedings of the 2014 Workshop on Design, Quality and Deployment of Adaptive Video Streaming (pp. 13-18).

Pires, K., & Simon, G. (2015). YouTube live and Twitch: a tour of user-generated live streaming systems. In Proceedings of the 6th ACM multimedia systems conference (pp. 225-230).

Pirker, J., Steinmaurer, A., & Karakas, A. (2021). Beyond Gaming: The Potential of Twitch for Online Learning and Teaching. In Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V. 1 (pp. 74-80).

Pishichik, V. I., Molokhina, G. A., Petrenko, E. A., & Milova, Y. V. (2019). Features of Mental Activity of Students- eSport Players. International Journal of Cognitive Research in Science, Engineering and Education, 7(2), 67-76.

Piska, C., & Petschinka, P. (2019). eSport in Österreich: eine rechtliche Navigationshilfe. Zeitschrift für Energie- und Technikrecht, 63-69

Piska, C., & Petschinka, P. (2019). eSport: alte Rechtsfragen - neu gestellt. ecolex - Zeitschrift für Wirtschaftsrecht, 637-639

Pizzo, A. D., Baker, B. J., Na, S., & Lee, M. A. (2018). eSport vs Sport: A Comparison of Spectator Motives. Sport Marketing Quarterly, 27(2), 108-123.

Pizzo, A. D., Jones, G. J., Baker, B. J., Funk, D. C., & Kunkel, T. (2021). Sensemaking of Novelty: the Dynamic Nature of Integrating Esports within a Traditional Sport Organization. Sport Management Review. Published online June 15 2021.

Pizzo, A. D., Jones, G. J., Funk, D. C., & Hall, S. (2019). Navigating the Iron Cage: An Institutional Creation Perspective of Collegiate eSports, International Journal of Sport Management, 20, 171-197.

Pizzo, A. D., Kunkel, T., Jones, G. J., Baker, B. J., & Funk, D. C. (2022). The strategic advantage of mature-stage firms: Digitalization and the diversification of professional sport into esports. Journal of Business Research, 139, 257-266.

Pizzo, A. D., Su, Y., Scholz, T., Baker, B. J., Hamari, J., & Ndanga, L. (2022). Esports scholarship review: Synthesis, contributions, and future research. Journal of Sport Management, 1(aop), 1-12.

Pluss, M. A., Bennett, K. J. M., Novak, A. R., Panchuk, D., Coutts, A. J., & Fransen, J. (2019). Esports: The Chess of the 21st Century. Frontiers In Psychology, 10.

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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).

Pluss, M. A., Novak, A. R., Bennett, K. J. M., Panchuk, D., Coutts, A. J., & Fransen, J. (2021). The Relationship Between the Quantity of Practice and In-Game Performance During Practice with Tournament Performance in Esports: An Eight-Week Study.…

Pluss, M. A., Novak, A. R., Bennett, K. J., McBride, I., Panchuk, D., Coutts, A. J., & Fransen, J. (2022). Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study. Computers…

Pluss, M. A., Novak, A. R., Bennett, K. J., Panchuk, D., Coutts, A. J., & Fransen, J. (2022). The reliability and validity of mobalytics proving ground as a perceptual-motor skill assessment for esports. International Journal of Sports Science &…

Poinssot, M. (2017). Une vie de pro-gamer. Independently published.

Polat, V., & Şenbiçer, Ş. (2022). Esports Business and Cyberbullying: Risks and Precautions. In Handbook of Research on Digital Citizenship and Management During Crises (pp. 94-115). IGI Global.

Polka, W. S., VanHusen, M. J., & Carlson, J. (2021). Incorporating Key Human “High-Touch” Needs Into eSports: The Effective Game Zone. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of…

Pollack, C. C., Gilbert-Diamond, D., Emond, J. A., Eschholz, A., Evans, R. K., Boyland, E. J., & Masterson, T. D. (2021). Twitch user perceptions, attitudes and behaviours in relation to food and beverage marketing on Twitch compared with YouTube.…

Pollack, C. C., Kim, J., Emond, J. A., Brand, J., Gilbert-Diamond, D., & Masterson, T. D. (2020). Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch. Public…

Polledri, T. (2016). Amélioration de la focalisation de l’attention dans le jeu vidéo compétitif. Master’s Thesis. Université de Montpellier, Montpellier.

Polman, R., Trotter, M., Poulus, D., & Borkoles, E. (2018). eSport Friend or Foe. In Joint International Conference on Serious Games (pp. 3-8). Springer, Cham.

Pope, B. C. (2011). IRL: Creating Cyberspace in Meatspace. Master’s thesis. University of Cincinnati, Cincinnati.

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Popescu, M. C., Pasarin, L. D., Popescu, S. S., Diaconescu, D. L., & Burcea, G. B. (2020). Integration of Sport with Other Industries Like Entertainment. Journal of Sport and Kinetic Movement, 36(2), 14-20.

Postel, C. (2016). Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use. Hastings Law Journal, 68, 1169.

Postigo Fuentes, A. Y., & Fernández Navas, M. (2020). Factores que Influyen el Aprendizaje de Lengua Extranjera en los eSports. Un Estudio de Caso. Qualitative Research in Education, 9(2), 128-159.

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.

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.

Poulus, D. R., Coulter, T. J., Trotter, M. G., & Polman, R. (2022). Longitudinal analysis of stressors, stress, coping and coping effectiveness in elite esports athletes. Psychology of Sport and Exercise, 60, 102093.

Poulus, D., Coulter, T. J., Trotter, M. G., & Polman, R. (2020). Stress and Coping in Esports and the Influence on Mental Toughness. Frontiers in Psychology, 11, 1-11.

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

Pratama, I. P. G. R. (2022). Analisis Image Comments to Video Comments Ratio Instagram Pada 5 Tim Mobile Legend Bang Bang Terbaik di Indonesia Pada Tahun 2020.

Prianto, A. A. P. (2022). Podcespots (Podcast Seputar Esports)" Rendahnya Legalitas Hukum Esports di Indonesia" (Doctoral dissertation, Universitas Multimedia Nusantara).

Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.

Pu, H., Xiao, S., & Kota, R. W. (2021). Virtual Games Meet Physical Playground: Exploring and Measuring Motivations For Live Esports Event Attendance. Sport in Society, published online.

Pumsanguan, C., & Thithathan, S. (2022). Causal Factors Related to Management of eSport Clubs in Thailand. Annals of Applied Sport Science, 0-0.

Pusponugroho, H., Setyanto, A., & Hartanto, A. D. (2022, November). Predict the victory of the Freefire Esport Master League tournament using Naïve Bayes. In AIP Conference Proceedings (Vol. 2658, No. 1, p. 090004). AIP Publishing LLC.

Putri, F. F. S. (2022). Branding Team Xfg Esport.

Pyun, H., Jang, W. E., Lee, G., Ryu, Y., Hwang, H., & Jeong, J. (2023). Determinants of Esports Highlight Viewership: The Case of League of Legends Champions Korea.

Qian, T. Y. (2021). Watching sports on Twitch? A study of factors influencing continuance intentions to watch Thursday Night Football co-streaming. Sport Management Review, 1-22.

Qian, T. Y., Matz, R., Luo, L., & Xu, C. (2022). Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports. Journal of Business Research, 145, 482-494.

Qian, T. Y., Wang, J. J., Zhang, J. J., & Hulland, J. (2020). Fulfilling the Basic Psychological Needs of Esports Fans:
A Self-Determination Theory Approach. Communication & Sport, 1-25.

Qian, T. Y., Zhang, J. J., Wang, J. J., & Hulland, J. (2019). Beyond the Game: Dimensions of Esports Online Spectator Demand. Communication & Sport, 1-27

Qian, T. Y., Zhang, J. J., Wang, J. J., & Hulland, J. (2020). Beyond the Game: Dimensions of Esports Online Spectator Demand. Communication & Sport, 8(6), 825-851.

Qian, X., Sifa, R., Liu, X., Ganguly, S., Yadamsuren, B., Klabjan, D., ... & Demediuk, S. (2022). Anomaly Detection in Player Performances in Multiplayer Online Battle Arena Games. In Australasian Computer Science Week 2022 (pp. 23-30).

This study explores if and how perceived Esports streamer credibility influences the audience’s attitude toward the brand endorsed by the streamer. Results from a survey
conducted with US adults (N = 277) show the significant and positive…

Quan, L., & Yoo, C. (2022). The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory. Journal of Korea Game Society, 22(1), 109-118.

Quintana, Á. (2012). Spain is Waking Up!. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 72–74). Norderstedt: Books on Demand GmbH.

Rabu, G. (2020). Les organisateurs de compétitions de jeux vidéo con!ontés au droit d'auteur des éditeurs [Video Game Competition Organizers Facing with Publisher Copyright]. Communication commerce électronique, 7-8, 13-18

Rabu, G. (2018). Quel droit pour l'eSport? [Which Legal Regime for Esports]. Jurisport, 185, 26- 29.

Rabu, G., (2017). Les enjeux juridiques de l'e-sport [Esports Law Issues]. In G. Rabu, M. Reverchon-Billot, and F. Rizzo (Eds.), PUAM, 622.

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Rabu, G. (2017). Loot Boxes : Le Côté Obscur de Star Wars Battle!ont II [Loot Boxes : The Darkside of Star Wars Battlefront II]. Cahiers de droit du sport, 49, 39-46.

Rabu, G. (2021). Does eSports Industry Need State Recognition? A Brief Analysis in the Light of French Law. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 62-69). Norderstedt: Books on Demand.

Rabu, G., & Reverchon-Billot, M. (2017). Les enjeux juridiques de l’e-sport. Presses Universitaires d’Aix-Marseille.

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Rai, L., & Yan, G. (2009). Futures Perspectives on Next Generation e-Sports Infrastructure and Exploring Their Benefits. International Journal of Sport Science and Engineering, 3(1), 027-033.

Railsback, D. (2019). Investigating the Human Factors in eSport Performance. Advances in Intelligent Systems and Computing, 795, 325–334.

Rambusch, J. (2011). Mind Games Extended: Understanding Gameplay as Situated Activity. Doctoral Dissertation. Linköping Studies in Science and Technology.

Rambusch, J., Jakobsson, P., & Pargman, D. (2007). Exploring e-Sports: A Case Study of Gameplay in Counter-Strike. In A. Baba (Ed.), Situated Play: Proceedings of the Digital Games Research Association (DiGRA) Conference 2007 Tokyo: University of…

Rambusch, J., Taylor, A.-S. A., & Susi, T. (2017). Cognitive Challenges in eSports. Proceedings of the 13th Swecog Conference 2017, Uppsala.

Ramella-Zampa, B., Carbone, G. A., Panno, A., Santos, M., Imperatori, C., Budde, H., ... & Machado, S. (2022). Understanding and conceptualizing eSports among behavioural addictions: a brief overview of the literature. Emerging Trends in Drugs,…

Ramírez, J. F. V., & Carrión, E. L. G. (2022). Live-Streaming Culture in the Esports Community. In Esports and the Media (pp. 35-51). Routledge.

Randhawa, N. (2015). The Games, the Audience, and the Performance. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 15–22). Norderstedt: Books on Demand GmbH.

Raphael, D. K., & Heng, P. H. (2022, April). Descriptive Study of eSports Viewership Motivation of Young Adulthood in Indonesia During The COVID-19 Pandemic. In 3rd Tarumanagara International Conference on the Applications of Social Sciences and…

Ratan, A. R., Taylor, N., Hogan, J., Hogan, T. M. L., & Williams, D. (2015). Stand by Your Man: An Examination of Gender Disparity in League of Legends. Games and Culture, 10(5), 438–462.

Rea, S. C. (2018). Calibrating Play: Sociotemporality in South Korean Digital Gaming Culture. American Anthropologist, 120(3), 500-511.

Rea, S. C. (2019). Chronotopes and Social Types in South Korean Digital Gaming. Signs and Society, 7(1), 115-136.

Reavis, D. (2021). Recruiting Faculty for Esports Programs in Academia. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 179-199). IGI Global.

Recktenwald, D. (2017). Toward a transcription and analysis of live streaming on Twitch. Journal of Pragmatics, 115, 68-81.

Recktenwald, D., & Yiwei, D. (2016). Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China. In Proceedings of 3rd Annual Chinese DIGRA Conference.

Redelfs, O. (2018). Digitaler Spitzensport. Hamburger Wirtschaft, 03/18, 14-19.

Reeves, S., Brown, B., & Laurier, E. (2009). Experts at Play: Understanding Skilled Expertise. Games and Culture, 4(3), 205–227.

Reeves, S., Laurier, E., & Brown, B. (2006). The Skillful Work of Play in Counter-Strike. In F. Beau (Ed.), Culture d’univers, Limoges, Fyp editions, 130-140.

Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports Research: A Literature Review. Games and Culture,

Reitman, J. G., Anderson, C. G., Deppe, M., & Steinkuehler, C. (Eds.). (2020). Esports Research Conference. Proceedings on the 2019 Esports Research Conference, Pittsburgh, USA. ETC Press.

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Ren, Q., Cui, Y., Wu, W., Chen, C., Chen, Y., Liu, J., & Huang, H. (2018). Improving quality of experience for mobile broadcasters in personalized live video streaming. In 2018 IEEE/ACM 26th International Symposium on Quality of Service (IWQoS) (pp.…

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.

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.

Reyes, D. (2022). The Cognitive, Behavioral, Affective, and Physiological Components of Social Cognition in Esports and Education.

Rhoden, G., Nelson, H., Valladao, S., & Andre, T. (2021). Blood Glucose Levels in Response to 1 Hour of eSports Training: A Pilot Study. International Journal of Esports, Published online 05 April 2021.

Ribeiro, F. J., Viana, V. M., Borges, N. P., Teixeira, V. H. (2021). The Emergence of Esports Nutrition: A Review. Central European Journal of Sport Sciences and Medicine, 33(1), 81-95.

Ribeiro, F. J., Viana, V., Borges, N., & Teixeira, V. H. (2021). The Emergence of eSports Nutrition: A Review.

Ribeiro, V. M., & Bao, L. (2021). Professionalization of online gaming? theoretical and empirical analysis for a monopoly-holding platform. Journal of Theoretical and Applied Electronic Commerce Research, 16(4), 682-708.

Richard, G. T., Mckinley, Z., & Ashley, R. (2018). Collegiate eSports as Learning Ecologies: Investigating Collaborative Learning and Cognition During Competitions. Proceedings of DiGRA 2018

Richards, T., & Zywiol, J. (2015). E-Sport Investing Bible: What You Ought To Know To Make Serious Money By Betting Esports. CreateSpace Independent Publishing Platform.

Richardson, A. (2024). Entering Cheat Codes or to Play True: Where is Anti-Doping going within Esports? . International Journal of Esports, 1(1). Retrieved from https://www.ijesports.org/article/144/html

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

Richardson, A., Smith, P. and Berger, N. (2022). Zwift’s anti–doping policy: Is it open to cheating? International Journal of Esports.

Richardson, A., Tjønndal, A., Demetrovics, Z., & Bates, G. (2024). Issues and threats to the integrity of esports. Performance Enhancement & Health, 12(3), 100297. doi:10.1016/j.peh.2024.100297

Ridenhour, K. F. (2020). Traditional Sports and Esports: The Path to Collective Bargaining. Iowa Law Review, 4, 1857-1897.

Rightmire, Z. (2022). The Effects of Cardiovascular Exercise on eSport Performance (Doctoral dissertation, Auburn University).

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.

Ring, R. C. (2012). The Year in Starcraft II: 2011: The Ongoing Story of the World's Greatest Esport. Double Forge Publishing.

Ringer, C., & Nicolaou, M. A. (2018). Deep unsupervised multi-view detection of video game stream highlights. In Proceedings of the 13th International Conference on the Foundations of Digital Games (pp. 1-6).

Ringer, C., Nicolaou, M. A., & Walker, J. A. (2022). Autohighlight: Highlight detection in League of Legends esports broadcasts via crowd-sourced data. Machine Learning with Applications, 100338.

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…

Rintämaki, J., Jane Hayday, E., & Loat, R. (2023). "Chapter 31: Corporate social (ir-)responsibility - CSR in esports: a strategic bridge to sport for development?". In Handbook of Sport and International Development. Cheltenham, UK: Edward Elgar…

Robeers, T., & van den Bulk, H. (2018). Towards an Understanding of Side-Lining Environmental Sustainability in Formula E: Traditional Values and the Emergence of eSports. Athens Journal of Sports, 5(4), 331–350.
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