Browse Items (1774 total)

Harper, T. (2010). The Art of War Fighting Games, Performativity, and Social Game Play. Doctoral dissertation. Ohio University, Athens, OH.

Härig, D. (2015). Marketing and Sponsorship in eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 55–59). Norderstedt: Books on Demand GmbH.

Hardenstein, T. (2017). Skins in the Game: Counter-Strike, Esports, and the Shady World of Online Gambling. Unpublished Manuscript.

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).

Hammad, N., Harpstead, E., & Hammer, J. (2021). Towards Examining The Effects of Live Streaming an Educational Game. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Hamilton, W., Kerne, A., & Robbins, T. (2012). High-Performance Pen + Touch Modality Interactions: A Real-Time Strategy Game eSports Context. Paper presented at UIST’12, Cambridge, MA.

Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.

Hamilton, J. (2019). The Rise of Esports. ITNOW, 61(3), 28-29.

Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.

Hallmann, K., & Giel, T. (2018). eSports – Competitive Sports or Recreational Activity? Sports Management Review, 21(1), 14-20.

Hagiwara, G., Daisuke, A., & Takeshita, S. (2019). Examining effectiveness of e-sports activity in Japan. Journal of Human Sport and Exercise 14 (4proc). 1038-1045.

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.

Hagen, D. (2017). Fair Use, Fair Play: Video Game Performances and Let's Plays as Transformative Use. Wash. JL Tech. & Arts, 13, 245., HeinOnline

Haaranen, L. (2017). Programming as a performance: Live-streaming and its implications for computer science education. In Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education (pp. 353-358).

GÜRAL, Y., Gürcan, M., Devecioğlu, S., & Halisdemir, T. A. (2022). Investigación del rendimiento de los juegos de e-Sports con análisis de envío de datos. Cuadernos de Psicología del Deporte, 22(2), 258-267.

Güral, Y., Gürcan, M., Devecioğlu, S., & Halisdemir, T. A. (2022). Investigation of the Performance of Esports Games with Data Envelopment Analysis. Cuadernos de Psicología del Deporte, 22(2).

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.

Günther, C., Eiselmayer, S., Lehmann, G., Fröhlich, S., Biel, A. (2022). Aktuelle Methoden und Tools für
Planung und Forecast. Controller Magazin, 2/22, p. 60-66. Haufe.

Gündoğdu, S., Çolak, Ö., & Polat, Ö. (2022). Investigation of the Effect of eSport on HRV Signal by Using PoincaréPlot Analysis. Traitement du Signal, 39(2).

Guarino, S., Eusebi, L., Bracken, B., & Jenkins, M. (2019). Using sociocultural data from online gaming and game communities. Social‐Behavioral Modeling for Complex Systems, 407-441.

Grutzik, P., Higgins, J., & Tran, L. (2017). Predicting Outcomes of Professional DotA 2 Matches. Working Paper

Grubic, D., Smith-Ditizio, A. A., & Smith, A. D. (2017). ESports: A New Era of Spectator Games. Working Paper

Grotz, M., & Breuer, M. (2020). Die mediale Rezeption des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 123–141). Wiesbaden: Springer Gabler.

Gros, D., Wanner, B., Hackenholt, A., Zawadzki, P., & Knautz, K. (2017). World of streaming. Motivation and gratification on Twitch. In International Conference on Social Computing and Social Media (pp. 44-57). Springer, Cham.

Gros, D., Hackenholt, A., Zawadzki, P., & Wanner, B. (2018). Interactions of Twitch users and their usage behavior. In International Conference on Social Computing and Social Media (pp. 201-213). Springer, Cham.

Groen, M. (2020). Digital Governmentality: Toxicity in Gaming Streams. In Games and Ethics (pp. 97-111). Springer VS, Wiesbaden.

Groen, M. (2018). Habitus in Cyberspace: Gendered Dynamics in e-Sports Culture. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

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.

Groen, M. (2013). Exclusion and Inclusion of Women in E-sport and the Example of StarCraft: Wings of Liberty. In K. Mitgutsch, S. Huber, J. Wimmer, M. Wagner & H. Rosenstingl (Eds.), Context Matters (pp. 235–240). Vienna: New Academic Press.

Griffiths, R. P., Eastin, M. S., & Cicchirillo, V. (2016). Competitive Video Game Play: An Investigation of Identification and Competition. Communication Research, 43(4), 468-486.

Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the Stereotype: the Case of Online Gaming. CyberPsychology & Behavior, 6, 81–91.

Griffiths, M. D. (2017). The Psychosocial Impact of Professional Gambling, Professional Video Gaming & eSports. Casino & Gaming International, 28, 59-63.

Gries, S. (2019). eSports and the Olympic Movement: A Short Analysis of the IOC Esports Forum. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 9–19). Norderstedt: Books on Demand GmbH.

Grenke, T. (2018). The Effort for eSport Events is Significantly Higher. Stadiaworld/ Sports Venues, 40-41.

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Greer, N., Hing, N., Rockloff, M., Browne, M., & King, D. L. (2022). Motivations for Esports Betting and Skin Gambling and Their Association with Gambling Frequency, Problems, and Harm. Journal of Gambling Studies, 1-24.

Gray, K. L. (2020). Black Gamers’ Resistance. Race and Media: Critical Approaches, 241.

Gray, K. L. (2017). They’re Just Too Urban’: Black Gamers Streaming on Twitch. Digital Sociologies, 1, 355-368.

Gray, K. L. (2013). Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color in Xbox Live. Ada: A Journal of Gender, New Media, and Technology, 2.

Granados, S. (2016). Introduction à l’Esport. The next big thing. E-Book at Amazon.

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Görlich, D., & Breuer, M. (2020). Elektronischer Sport - Historische Entwicklung und aktuelle Fragestellungen. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 1–20). Wiesbaden: Springer Gabler.

González, P. (2022). Prediction of mental strength from the satisfaction of basic needs in CABA and GBA esports players. Interacciones, e261-e261.

González-Moreno, S. E., Palma-Ruiz, J. M., & Caro-Lazos, L. E. (2022). Marketing Strategies for Esports. In Esports and the Media (pp. 52-68). Routledge.

Gong, T., Fan, Z., Popovic, S., & Wang, G. (2022). Copyright protection of live esports broadcast under China's new Copyright Law. Technology in Society, 71, 102123.

Gommesen, N. (2012). The Affective Audience in Professional e-Sport: An Exploration of Spectators, and their Impact on Video Game Playing. Master’s thesis. IT University of Copenhagen, Copenhagen.

Goldman, M. M., & Hedlund, D. P. (2020). Rebooting Content: Broadcasting Sport and Esports to Homes During COVID-19. International Journal of Sport Communication, 13(3), 370-380.

Goldberg, H. (2015). The League of Legends Experience: A Year Inside The Wild, Wonderful, Riotous World Of The Planet's Most Popular eSport. Harold Goldberg Publishing.

Goetomo, F. (2017). eSports in Korea: A Study on League of Legends Team Performances on the Share Price of Owning Corporations. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 79–94). Norderstedt: Books on Demand GmbH.

Goek, D. P. (2010). The Impact of eSport on My Life. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 36–42). Norderstedt: Books on Demand GmbH.

Glickman, S., McKenzie, N., Seering, J., Moeller, R., & Hammer, J. (2018). Design challenges for livestreamed audience participation games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (pp. 187-199).

Girard, M. (2022). Étude exploratoire du rôle des besoins psychologiques et de la motivation en contexte de jeux video en ligne (Doctoral dissertation, Université du Québec à Chicoutimi).

Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.

Gibbs, M., Carter, M., & Witkowski, E. (2017). Understanding Esports Spectatorship: Players, Fans, Recruits. In Selected Papers of #AoIR2017: The 18th Annual Conference of the Association of Internet Researchers Tartu, Estonia.

Giannacco, C. (2015). Farewell Message Cloud. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 89–92). Norderstedt: Books on Demand GmbH.

Giakoni, F., López, M., Segado, F., Manzanares, A., & Mínguez, J. (2022). An implicit research methodology to evaluate advertising effectiveness in Esports streaming based on viewers’ gaze, cognitive and emotional responses. SPORT TK-Revista…

Giakoni-Ramírez, F., Merellano-Navarro, E., & Duclos-Bastías, D. (2022). Professional Esports Players: Motivation and Physical Activity Levels. International Journal of Environmental Research and Public Health, 19(4), 2256.

Ghazali, N. F., Sanat, N., & As'ari, M. A. (2021). Esports Analytics on Player Unknown's Battlegrounds Player Placement Prediction using Machine Learning. International Journal of Human & Technology Interaction, 5(1).

Ghabashneh, E., & Rao, S. (2020,). Exploring the interplay between CDN caching and video streaming performance. In IEEE INFOCOM 2020-IEEE Conference on Computer Communications (pp. 516-525). IEEE.

German, V. P. (2022). Increasing Practical Verbal Behavior in Esports Players.

Gerber, H. R. (2022). The literacies of a competitive esports team: Livestreaming, vods, and mods. L1-Educational Studies in Language and Literature, 1-25.

Gerber, H. R. (2017). Esports and Streaming: Twitch Literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345.

Georgen, C., Duncan, S. C., & Cook, L. (2015). From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream. In CSCL 2015 Proceedings (pp. 581–585).

Geiler, A. (2016) eSports: Auf dem Weg zum Massenphänomen. Zeitschrift für Herz-, Thorax-, und Gefäßchirurgie, 30(3), 213-216.

Gebhardt, J. (2010). Grubby and the Tears of Chengdu. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 93–94). Norderstedt: Books on Demand GmbH.

Gdowski, M. (2017). Cognitive Function Analysis in e-sport on Example of DotA 2 Game. Doctoral dissertation. Instytut Radioelektroniki i Technik Multimedialnych.

Gay, P. L. (2017). Moving People from Science Adjacent to Science Doers with Twitch. tv. In AAS/Division for Planetary Sciences Meeting Abstracts# 49 (Vol. 49, pp. 119-02).

Gawrysiak, J., Burton, R., Jenny, S., & Williams, D. (2020). Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review. Physical Culture and Sport. Studies and Research, 86, 1-14

Gargallo Serrano, E. (2022). Traditional sports organizations’ expansion to eSports.

García, J., & Murillo, C. (2020). Sports Video Games Participation: What Can we Learn for Esports? Sport, Business and Management, 10(2), 169-185.

García-Moreno, S., & Giner, Á. (2018). El Gran Libro de los Esports: Las Mejores Competiciones, Récords y Jugadores. Barcelona: Penguin Random House.

Garcia-Lanzo, S., & Chamarro, A. (2018). Basic Psychological Needs, Passion and Motivations in Amateur and Semi-professional eSports Players. Aloma, 36(2), 59-68.

Garcia-Bardidia, R., & Nau, J. P. (2017). L’institutionnalisation du e-sport. In Rabu, G. & Reverchon-Billot, M. (Eds.), Les enjeux juridiques de l’e-sport. Presses Universitaires d’Aix-Marseille.

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).

Gao, G., Min, A. & Shih, P. C. (2017). Gendered Design Bias: Gender Differences of In-game Character Choice and Playing Style in League of Legends. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 307-317), ACM.

Gannam, B. (2022). Efeitos do treinamento físico-cognitivo no desempenho dos atletas de eSport: atuação do profissional de educação física.

Gangarapu, S. (2018). The Effect of Emerging Online New Media on Traditional Media Consumption. The Case of eSports and Traditional Sports.

Gandolfi, E., Ferdig, R. E., & Soyturk, I. (2021). Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale. New Media & Society, 14614448211027171.

Gandolfi, E. (2016). To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers, Plays and Audiences. Journal of Gaming & Virtual Worlds, 8(1), 63-82.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Intensity and Gambling Harms: Exploring Breadth of Gambling Involvement Among Esports Bettors. Gaming Review, 21(8), 610-615.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of Demographic Profiles, Consumption Behaviours, and Gambling Site Selection Criteria of eSports and Sports Bettors. Gaming Law Review, 21(8), 575–587.

Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport Management: Embracing eSport Education and Research Opportunities. Sport Management Review, 21(1), 7-13.

Weiss, T., & Schiele, S. (2011). Fulfilling the Needs of eSports Consumers: A Uses and Gratifications Perspective. In Proceedings of the 24th Bled eConference (pp. 572–580), 12–15 June. Bled, Slovenia: University of Maribor.

Fu, F., Kang, Y., Zhang, Z., & Yu, F. R. (2020). Transcoding for live streaming-based on vehicular fog computing: An actor-critic DRL approach. In IEEE INFOCOM 2020-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp.…

Friman, U., & Ruotsalainen, M. (2022). Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”. Modes of Esports Engagement in Overwatch, 135.

Friman, U. (2018). Why Do Finnish Women Not Participate in eSports? In Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, Finland, University of Jyväskylä.

Friehs, M. A., Klarkowski, M., Frommel, J., Phillips, C., & Mandryk, R. L. (2022). Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-29.

Friedman, E. C. (2021). Is It Thursday yet?. Roleplaying Games in the Digital Age: Essays on Transmedia Storytelling, Tabletop RPGs and Fandom, 187.

Frey, D., & Pommer, J. (2018). Herausforderungen für die weitere Entwicklung des eSport: Überlegungen aus der Perspektive des Veranstalters. MultiMedia und Recht, 7-11.

Frey, D. (2021). eSport und Recht: Handbuch. Baden-Baden: Nomos.

Frey, D. (2018). eSports: Rechtsfragen eines komplexen Ökosystems im Überblick. SpuRT: Zeitschrift für Sport und Recht, 2-5.

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., 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.

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…

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,…

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.

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.

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…

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.

Freeman, G., & Wohn, D. Y. (2017). Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work, 27(3-6), 1019-1050.

Freeman, G. (2018). Multiplayer Online Games: Origins, Players, and Social Dynamics. Boca Raton, FL: CRC Press.

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…
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