Browse Items (1783 total)

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…

Zyza, J. (2022). Esports Fans as Players and Their Motivations to Spectate Esports: Case of League of Legends.

Ruotsalainen, M., & Välisalo, T. (2021). Esports fandom in the age of transmedia: the reception of the overwatch league. Eracle - Journal of Sport and Social Sciences, 4(1): 11-35.

Bertschy, M., Mühlbacher, H., & Desbordes, M. (2019). Esports Extension Of A Football Brand: Stakeholder Co-creation in Action? European Sport Management Quarterly, 20(1), 47-68.

Zagala, K., & Strzelecki, A. (2019). eSports Evolution in Football Game Series. Physical Culture and Sport. Studies and Research, 83, 50-62.

Leon, M., Hinojosa-Ramos, M. V., León-Lopez, A., Belli, S., López-Raventós, C., & Florez, H. (2022). eSports Events Trend: A Promising Opportunity for Tourism Offerings. Sustainability, 14(21), 13803.

Rouhiainen, T. (2022). Esports event marketing.

Murray, S., Birt, J., & Blakemore, S. (2020). ESports Diplomacy: Towards a Sustainable ‘Gold Rush’. Sport in Society, published online before print.

Wong, D., & Meng-Lewis, Y. (2022). Esports diplomacy–China’s soft power building in the digital era. Managing Sport and Leisure, 1-23.

Wang, Z., & Yoshinaga, N. (2022). Esports Data-to-commentary Generation on Large-scale Data-to-text Dataset. arXiv preprint arXiv:2212.10935.

Bell, D. L. (2022). Esports Curricula in US Post-Secondary Institutions: A Case Study.

Holden, J. T., Rodenberg, R. M., & Kaburakis, A. (2017). Esports Corruption: Gambling, Doping, and Global Governance. Maryland Journal of Internation Law, 32(1), 236-273.

Abarbanel, B., & Johnson, M. R. (2018). Esports Consumer Perspectives on Match-Fixing: Implications for Gambling Awareness and Game Integrity. International Gambling Studies, 19(2), 296-311.

Hedlund, D., Fried, G., & Smith, R. (Eds.). (2020). Esports Business Management. Human Kinetics: Champaign.

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.

Paiva, L. P., Alves Evangelista, L. D. M., & Foloni, M. L. (2022). esports athletes in brazil: history and law. Gaming Law Review, 26(2), 90-97.

Khromov, N., Korotin, A., Lange, A., Stepanov, A., Burnaev, E., & Somov, A. (2018). Esports Athletes and Players: A Comparative Study. arXiv

Heidenreich, H., Brandt, C., Dickson, G., & Kurscheidt, M. (2022): Esports associations and the pursuit of legitimacy: evidence from Germany. Frontiers in Sports and Active Living, 257.

Zaib Abbasi, A., Alqahtani, N., Tsiotsou, R. H., Rehman, U., & Hooi Ting, D. (2023). Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement.

Dixon, P. (2022). Esports as Entertainment: A Comparison to Traditional Sports.

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.

Elzen, L. C. (2022). Esports as a novel way of socializing and networking for students and businesses: in and beyond COVID-19 times (Master's thesis, University of Twente).

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…

Tokbaeva, D., Horst, S. O., & de la Hera, T. (2022). eSports as a Digital Media Business. Die digitale Transformation der Medien, 403-427.

Lee, J. S., & Steinkuehler, C. (2019). Esports as a Catalysator for Connected Learning: The North American Scholastic Esports Federation. XRDS, 25(4), 54-59.

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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.

Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.

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

Sihvonen, T. (2018). eSports and Regulation. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

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Rossi, I. (2022). eSports and metaverse in luxury and fashion: a new future.

Kruthika, N. S. (2020). Esports and its Reinforcement of Gender Divides. Marquette Sports Law Review, 30(2), 347-369.

Weinreb, B. I. (2021). Esports and Harassment: Analyzing Player Protections in a Hostile Work Environment. California Western Law Review, 57(2), 473-504.

Boudaoud, B., Spjut, J., Kim, J., Madhusudan, A., & Watson, B. (2022). Esports and expertise: what competitive gaming can teach us about mastery. Interactions, 29(6), 54-59.

Özsungur, F. (2022). eSports and eSocial Work. In Handbook of Research on Digital Violence and Discrimination Studies (pp. 1-20). IGI Global.

Schubert, M., Drachen, A., & Mahlmann, T. (2016). Esports Analytics Through Encounter Detection. In Proceedings of the MIT Sloan Sports Analytics Conference 2016 MIT Sloan.

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).

Shergadwala, M. N., & El-Nasr, M. S. (2021). Esports Agents with a Theory of Mind: Towards Better Engagement, Education, and Engineering. CHI 2021, May 08-13, 2021, Yokohama, Japan.

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

Shmatenko, L. (April 29, 2021). eSports – 'It's in the Game': The Naissance of a new Field of International Arbitration. In C. González-Bueno (Ed.), 40 under 40 International Arbitration 2021 (pp. 393-410). Available at SSRN:…

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.

Meadows, J. H. (2018). Esports. In A. E. Grant & J. H. Meadows (Eds.), Communication Technology Update and Fundamentals, 16th edition.

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Higgins, M. G. (2020). Esports. Saddleback Educational Publishing.

Bagger von Grafenstein, T. (2018). eSport: Welche Vor- und Nachteile bringt eine rechtliche Qualifizierung mit sich? Folgen einer Aufnahme im DOSB. MultiMedia und Recht, 2/2018, 20-24.

Wendeborn, T., Schulke, H. J. & Schneider, A. (2018). eSport: Vom Präfix zum Thema für den organisierten Sport?! German Journal of Exercise and Sport Research, 48(3), 451-455.

Nagel, M. & Sugishta, K. (2016). Esport: The Fastest Growing Segment of the “Sport” Industry. Sport & Entertainment Review, 2(2), 51–60.

Breuer, M., & Görlich, D. (Eds.). (2020). eSport: Status quo und Entwicklungspotenziale. Wiesbaden: Springer Gabler.

Howard, M. (2018). Esport: Professional League of Legends as Cultural History. Master’s thesis. University of Houston, Houston, TX.

Valladao, S. P., Middleton, J., & Andre, T. L. (2020). Esport: Fortnite Acutely Increases Heart Rate of Young Men. International Journal of Exercise Science, 13(6), 1217-1227.

Białecki, Andrzej & Xenopoulos, Peter & Dobrowolski, Pawel & Białecki, Robert & Gajewski, Jan. (2024). ESPORT: Electronic Sports Professionals Observations and Reflections on Training. Physical Culture and Sport Studies and Research.…

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

McCutcheon, C. (2022). eSport, work, sport and play: relationships and pathways to a new continuum model (Doctoral dissertation, Macquarie University).

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Sauer, A. (2019). eSport, Netzwerkeffekte und Lindahl-Preise. Wiesbaden: Springer Gabler.

Schneider, A., & Wendeborn, T. (2019). eSport-Events: Potentiale und Herausforderungen hybrider Erlebniswelten aus Sicht des Eventmarketing. In Zanger, C. (Ed.), Eventforschung. Aktueller Stand und Perspektiven (pp. 90-105). Chemnitz: Springer…

Kanz, J. (2020). eSport-Engagements von Fußball-Landesverbänden. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 175–191). Wiesbaden: Springer Gabler.

Willimczik, K. (2019). eSport zwischen “Sport” und “Nicht-Sport” – Wegweisung für eine sachliche Diskussion. DOSB

McCutcheon, C., Hitchens, M., & Drachen, A. (2017). eSport vs. irlSport. ACE 2017: Advances in Computer Entertainment Technology: 531–542.

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.

Schörner, C. (2017). ESport und Strafrecht – Zum Sportbegriff der §§ 265c und 265d und deren Anwendbarkeit auf kompetitives Computerspielen. HRRS, 18(10), 407-413.

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

Hintermüller, M., & Horky, T. (2020). eSport und Medien: Warum ist oder sollte eSport für traditionelle Medien ein Thema sein? In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 143–160). Wiesbaden: Springer Gabler.

Seven, A. (2018). eSport und der blinde Fleck: Ein Diskussionsbeitrag vor dem Hintergrund von Manfred Franz’und Detlef Köpkes Neuen Denkwegen im Sport (2017). German Journal of Exercise and Sport Research, 48(4), 582-586.

Ward, M. R., & Harmon, A. D. (2019). ESport Superstars. Journal of Sports Economics, 20(8), 987-1013.

Karhulahti, V.-M. (2020). Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development. Bloomsbury.

Southard, L. (2013). eSport Mastery: Mental Tactics. CreateSpace Independent Publishing Platform.

Lee, Z. (2013). eSport Mastery: Inner-Mechanics. CreateSpace Independent Publishing Platform.

Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.

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.

Karadakis, K., & Painchaud, M. M. (2022). Esport Knowledge, Skills, and Abilities: Perspectives from Subject Matter Experts. Athens Journal of Sports 2022, 9: 1-22

Collison-Randall, H., Hayday, E. J., & Loat, R. (2022). Esport in the sport for development and peace sector: Innovation and spheres of change. In Social Innovation, Entrepreneurship, and Sport for Development and Peace (pp. 202-214). Routledge.

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

Maric, J. (2011). eSport im TV: Fernsehaneignung einer Computerspielkultur. In M. Elsler (Ed.), Die Aneignung von Medienkultur (pp. 193-213). VS Verlag für Sozialwissenschaften.

Lauff, M. (2020). eSport im traditionellen Sportverein. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 161-174). Wiesbaden: Springer Gabler.

Hebbel-Seeger, A., & Siemers, L. (2018). eSport im Profi-Fußball der DFL: zu Erwartungen, Zielen und Markeneinfluss. Sciamus – Sport und Management, 2/2018, 42-58.

Hebbel-Seeger, A., & Pelc, M. S. (2020). eSport im politischen Diskurs. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 215–229). Wiesbaden: Springer Gabler.

Brüggemann, L., & Nothelfer, N. (2021). eSport im Fadenkreuz der Sportwettensteuer – Eine Analyse des § 15 RennwLottDV-E. Sport- und E-Sportrecht in der Praxis, 116-123.

Dombrowski, M., Wendeborn, T., Wohlfahrt, O., & Hodeck, A. (2020). eSport im deutschen Profifußball. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 193–214). Wiesbaden: Springer Gabler.

Borggrefe, C. (2018). eSport gehört nicht unter das Dach des organisierten Sports. German Journal of Exercise and Sport Research, 48(3), 447-450.

LaPorte, D. (2016). Esport Geek Life. Bouqinbec.

Rosell, M. (2017). eSport Gaming: the Rise of a New Sports Practice. Sport Ethics Philosophy, 11(4), 464–476.

Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sports, Ethics and Philosophy, 11(4), 464–476.

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.

Dipa Kalyani Sujata, P., Bianca Sardjono, S., & Putri Hendratno, S. (2022). Esport Ecosystem, Financial Behavior, and Carbon Emissions in Indonesian Urban Area. In 2022 4th Asia Pacific Information Technology Conference (pp. 123-130).

Williamson, M. (2022). Esport co-streaming and spectator motivations.

Sutantio, Y. E., Poedjioetami, E., & Widjajanti, W. W. (2019). eSport Building Design Role In Introducing Its Activities. IPTEK Journal of Proceedings Series, (6).

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Schneider, S. (2015). eSport Betting: The Intersection of Gaming and Gambling. Gaming Law Review and Economics, 19(6), 419–420.

Castellin, C. (2022). Esport bar in Finland: a feasibility study.

Jagnow, H., & Baumann, A. (2018). eSport aus verbandlicher Perspektive: Rechtsbegriff, Regulierungspraxis und aktuelle rechtliche Herausforderungen. MultiMedia und Recht, 8/2018, 12-15.

Ferrari, S. (2013). Esport and the Human Body: Foundations for a Popular Aesthetics. In Proceedings of DIGRA 2013: Defragging Game Studies, Atlanta, GA.

Kovács, J. M., & Szabó, Á. (2022). Esport and simracing markets–The effects of COVID-19, difficulties and opportunities. Society and Economy, 1-17.

Widyaningsih, R., Budi, D. R., Listiandi, A. D., Wildan, Q., Rusdiyanto, R. M., Yudha, B. A. R., & Irawan, R. (2021). eSport and Philosophy Behind: A Literature Review. Annals of Tropical Medicine & Public Health, 24(S03): SP24348.

Thiborg, J. (2009). eSport and Governing Bodies. Paper to be presented at the conference Kultur-Natur, Norrköping 16 June.

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Willimczik, K. (2019). eSport „ist“ nicht Sport–eSport und Sport haben Bedeutungen. German Journal of Exercise and Sport Research, 78-90.

Pfeiffer, A., & Wochenalt, A. (2011). eSport – Eine Analyse von kompetitiven digitalen Spielen. novum eco Verlag.

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Exner, C. (2010). eSport - My Passion. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 83–84). Norderstedt: Books on Demand GmbH.

Arnaud, J.-C. (2010). eSport - A New Word. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 9–10). Norderstedt: Books on Demand GmbH.

Werder, K. (2022). Esport. Business & Information Systems Engineering, 1-7.

Edgar, A. (2019). Esport. Sports, Ethics, and Philosophy, 13(1), 1-2.

Luján, C. E. M. (2017). Ergonomics and Videogames: Habits, Diseases and Health Perception of Gamers. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 95–116). Norderstedt: Books on Demand GmbH.

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

Le, D. A., Maclntyre, B., & Outlaw, J. (2020). Enhancing the experience of virtual conferences in social virtual environments. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 485-494). IEEE.
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