Browse Items (1774 total)

Vanaskie, M., Green, W., Kutelski, D., & Shapiro, D. (2018). Emerging Leaders of Gaming – Sports Betting Webinar: Opportunities Inside and Out of Nevada. Gaming Law Review, 22(1), 40-51.

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Ebrahimi, M., & Chen, L. (2014). Emerging Cyberwork Attack Vectors: Modification, Customization, Secretive Communications, and Digital Forensics in PC Video Games. Published in 2014 International Conference on Computing, Networking (ICNC).

Wodarczyk, S., & von Mammen, S. (2020). Emergent multiplayer games. In 2020 IEEE Conference on Games (CoG) (pp. 33-40). IEEE.

Jin, D. Y. (2021). Emergence and Transformation of Global Esports: Competitive Perspectives of Korean and Canadian Esports Scenes. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY:…

Felczak, M. (2022). Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events. In Video Games and Comedy (pp. 233-250). Palgrave Macmillan, Cham.

Heere, B. (2018). Embracing the Sportification of Society: Defining e-Sports Through a Polymorphic View on Sport. Sport Management Review, 21(1), 21-24.

Van Hilvoorde, I., & Pot, N. (2016). Embodiment and Fundamental Motor Skills in eSports. Sports, Ethics and Philosophy, 10(1), 14-27.

Ekdahl, D., & Ravn, S. (2018). Embodied Involvement in Virtual Worlds: the Case of eSports Practitioners. Sport, Ethics, and Philosophy, 13(2), 132-144.

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.

Seo, Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management, 29(13-14), 1542-1560.

Maric, J. (2011). Electronic Sport: How Pro-Gaming Negotiates Territorial Belonging and Gender. Platform: Journal of Media and Communication, ECREA Special Issue, 6–23.

Jonasson, K., & Thiborg, J. (2010). Electronic Sport and its Impact on Future Sport. Sport in Society, 13(2), 287–299.

Lim, S. H. (2018). Electronic Football Participation vs. Traditional Football Engagements in Korea. Research in Dance and Physical Education, 2(1), 1-15.

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

Kopp, J. (2017). Ejes para una investigación en deportes electrónicos. Revista Lúdicamente, 6(11).

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Schmuck, A., & Schmuck, P. (2009). Einflüsse vergesellschaftender Faktoren auf posttraditionale Vergemeinschaftungsformen am Beispiel der eSport-Szene, Working Paper.

Nothelfer, N., & Schlotthauer, P. (2024). Einführung ins eSport-Recht - Kennzeichen der Branche und rechtliche Implikationen. E-Sports-Management, 41-72.

La Monica, M. B., Listman, J. B., Donovan, I., Johnson, T. E., Heeger, D. J., & Mackey, W. E. (2021). Effects of TeaCrine®(theacrine), Dynamine™(methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game…

Helttunen, J. (2022). Effects of Sleep on Competitive Esports Performance-Case EXEN Esports.

Hwang, Y., Watanabe, N. M., & Nagel, M. (2022). Effects of in-game brand congruity on esports consumers' implicit and explicit memory. International Journal of Sports Marketing and Sponsorship, (ahead-of-print).

Lukkari, A. (2022). Effects of Caffeine on Performance in Esports.

Iwatsuki, T., Hagiwara, G., & Dugan, M. E. (2022). Effectively optimizing esports performance through movement science principles. International Journal of Sports Science & Coaching, 17(1), 202-207.

Bisht, A., Sharma, H. K., & Choudhury, T. (2022). Effect of esports Among Students in COVID Era. In Micro-Electronics and Telecommunication Engineering (pp. 517-524). Springer, Singapore.

Kilci, A. K., & Yalçıner, S. (2020). Dijital Spor Oyunları Oynama Motivasyonu’nun Ahlâki Karar Alma Tutumlarına Etkisi: EsporOyuncuları Üzerine Bir Araştırma (Effect Of Digital Sports Games Playing Motivation On Attitutes To Moral Decision-Making: A…

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

Mangeloja, E. (2019). Economics of Esports. Electronic Journal of Business Ethics and Organization Studies, 24(4), 34-42.

Zhang, Y., & Liu, R. (2022, March). Economic Sources behind the Esports Industry. In 2022 7th International Conference on Financial Innovation and Economic Development (ICFIED 2022) (pp. 643-648). Atlantis Press.

Schleiner, A. M. (2020). Ecologies of Friends: Boy Masters of Craft, Live-Streaming Jocks, and Pockets of Others. In Playful Participatory Practices (pp. 73-93). Springer VS, Wiesbaden.

Macheda, N. (2015). Échec, frustration et induction d’émotions complexes dans les jeux en ligne multijoueur. Le cas de League of Legends. Master's Thesis. Université de Lorraine.

Versteeg, C. (2010). Easy to Learn, Hard to Master. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 63–66). Norderstedt: Books on Demand GmbH.

Areström, E., & Carlsson, N. (2019). Early online classification of encrypted traffic streams using multi-fractal features. In IEEE INFOCOM 2019-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp. 84-89). IEEE.

Nufer, G. (2020). e-Sports: Was es ist und wie es sich entwickelt. Reutlinger Diskussionsbeiträge zu Marketing & Management, Hochschule Reutlingen, ESB Business School, Reutlingen.

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Matončik, M. (2015). e-Sports: Playing Just for Fun or Playing to Satisfy Life Goals? Computers in Human Behavior, 48, 208-211.

McTee, M. (2014). E-Sports: More Than Just a Fad. Oklahoma Journal of Law & Technology, 70, 1–27.

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Scozzafava, A. (2017). E-sports: Analysis of the Supply Chain and its Evolution. Master's Thesis. Politecnico Milano.

Macedo, T. & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 45, 246-267.

Mariano, J. S., & Cordova, S. G. V. (2022). E-Sports online learning module amidst COVID-19 Pandemic. Interactive Learning Environments, 1-10.

Witkowski, E., Hutchins, B., & Carter, M. (2013). E-sports on the Rise?: Critical Considerations on the Growth and Erosion of Organized Digital Gaming Competitions. IE ’13 Proceedings of The 9th Australasian Conference on Interactive Entertainment:…

Baek, W., Park, A., Kim, J., & Jung, K. (2007). e-Sports Live: e-Sports Relay Broadcasting on Demand. In M. J. Smith & G. Salvendy (Eds.), Human Interface and the Management of Information. Interacting in Information Environments. Human Inferace…

Kartal, M. (2020). E-sports in Turkey within the Context of Globalization. Doctoral dissertation

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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.

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Trancoso Jiminéz, J. (2016). E-Sports evolución y tratamiento en los medios. El caso League of Legends. Université de Séville.

Sell, J. (2015). E-Sports Broadcasting. Master’s Thesis. MIT, Cambridge, MA

Rothman, J. (2013). E-sports as a Prism for the Role of Evolving Technology in Intellectual Property. University of Pennsylvania Law Review Online, 116, 317-329.

Lee, A. J. (2005). E-Sports as a Growing Industry. Research Report. Seoul: Samsung Economic Research Institute.

Parry, J. (2019). E-sports are Not Sports. Sport, Ethics and Philosophy, 13(1), 3-18.

Egliston, B. (2018). E-sport, Phenomenality and Affect. Transformations, 31, 156-176.

Möckel, M. (2021). E-Sport Training: Lehrbuch für Trainerinnen und Trainer. Berlin: Academia.

Shaw, A. (2013). E-Sport Spectator Motivation. Master's Thesis. George Mason University, VA.

Nguyen, Q. H., & Phan, H. (2016). E-sport Organization and Professional Gamers in Finland. Bachelor’s Thesis. Lahti University.

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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.

Lange, S. M. (2022). E-Sport im Fernsehen-Eine Analyse der Chancen eines neuen Themenfelds bei deutschen Fernsehsendern.

Schöber, T., Möglich, J., Simoneit, F., Ottowitz, A., & Junge, J. (2021). E-Sport auf Landesebene: Blaupause und Erfahrungswerte zum regionalen E-Sport. Aachen, Wien: Meyer & Meyer Verlag.

Davidovici-Nora, M. (2017). e-Sport as Leverage for Growth Strategy: The Example of League of Legends. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 33-46.

Abanazir, C. (2019). E-Sport and the EU: The View from the English Bridge Union. The International Sports Law Journal, 18 (3–4), 102–113.

Thorhauer, Y., Jakob, A., & Ratz, M. (2018). E-Sport – Skizze eines neuen Forschungsfeldes. In Y. Torhauer & C. Kexel (Eds.), Compliance im Sport (pp. 105-126). Springer Gabler, Wiesbaden.

Breuer, M. (2012). E-Sport – Perspektiven aus Wissenschaft und Wirtschaft. Glückstadt: vwh Verlag.

Spitzer, M. (2019). E-Sport – Lobbyismus versus Gemeinnützigkeit und Gesundheit. Nervenheilkunde, 38(04), 157-168.

Salles, R., Durain, J., & Kirchner, A. (2016). E-Sport – La pratique compétitive du jeu vidéo. Rapport intermédiaire mars 2016

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Breuer, M. (2011). E-Sport – eine Markt- und ordnungsökonomische Analyse. Boizenburg: vwh Verlag.

Breuer, M. (2011). E-Sport – eine Markt- und ordnungsökonomische Analyse. Boizenburg: vwh Verlag.

Völkel, L. (2021). Dynamic Capabilities in Professional eSports Teams. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 10-37). Norderstedt: Books on Demand.

Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

Verchere, R. (2013). Du monde du sport au monde du jeu vidéo, La fabrique des mondes vidéoludiques − Game Studies ? à la française ! ENS Lyon, Lyon.

Mora, P., & Heás, S. (2003). Du joueur de jeux vidéo à l’e-sportif: vers un professionnalisme florissant de l’élite? La pratique du jeu vidéo : réalité ou virtualité, 131-146.

Kasper, P. (2010). DotA: An eSport Dream. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (p. 46). Norderstedt: Books on Demand GmbH.

Wong, T. (2012). Dota 2 and Its Trouble in South East Asia. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 62–65). Norderstedt: Books on Demand GmbH.

Tweedie, J. W., Rosenthal, R. R., & Holden, J. T. (2022). Doping in esports. In Social Issues in Esports (pp. 101-114). Routledge.

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Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V., & Sellers, N. (2020). Don't just watch, join. In: Exploring information behavior and copresence on Twitch. Computers in Human Behavior, 105, 106221.

Witkowski, E. (2018). Doing/Undoing Gender with the Girl Gamer in High-Performance Play. Feminism in Play, 185-203.

Jucker, A. H., Hausendorf, H., Dürscheid, C., Frick, K., Hottiger, C., Kesselheim, W., Linke, A., Meyer, N.& Steger, A. (2018). Doing space in face-to-face interaction and on interactive multimodal platforms. Journal of Pragmatics, 134, 85-101.

Taylor, T. L. (2006). Does WoW Change Everything?: How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause. Games and Culture, 1(4), 318-337.

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.

Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.

Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari, J. (2020). Does esports spectating influence game consumption?. Behaviour & Information Technology, 1-17.

Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari. J. (2020). Does Esports Spectating Influence Game Consumption? Behaviour & Information Technology, 1-17.

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.

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.

Scelles, N., Peng, Q., & Valenti, M. (2021). Do the Peculiar Economics of Professional Team Sports Apply to Esports? Sequential Snowballing Literature Reviews and Implications. Economics, 9(31).

Şengün, S., Santos, J. M., Salminen, J., Jung, S. G., & Jansen, B. J. (2022). Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends. Technological Forecasting and Social Change, 177,…

Steltenpohl, C. N., Reed, J., & Keys, C. B. (2018). Do Others Understand Us? Fighting Game Community Member Perceptions of Others’ Views of the FGC. Global Journal of Community Psychology Practice, 9(1), 1- 21.

Kari, T., & Karhulahti, V.-M. (2016). Do E-Athletes Move? A Study on Training and Physical Exercise in Elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53–66.

Amazan-Hall, K., Chen, J. J., Chiang, K., Cullen, A. L. L., Deppe, M., Dormitorio, E., … Trammell, A. (2018). Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI. International Journal of Gaming and…

Falkenthal, E., & Byrne, A. M. (2020). Distributed Leadership in Collegiate Esports. Simulation & Gaming, published online before print

Maldonado-Murciano, L., Guilera, G., Montag, C., & Pontes, H. M. (2022). Disordered gaming in esports: Comparing professional and non-professional gamers. Addictive Behaviors, 132, 107342.

Lee, S.-S., Tan, W. P., Lin, H.-Y., Lin, C. W., & Teo, K. (2018). Discussion on the Consumers Motivation to Watch E-sports Game and the Follow-up Behaviors Intention.

Anderson, S. L., & Schrier, K. (Kat). (2022). Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture. Games and Culture, 17(2), 179-197.

Huston, C., Cruz, A. G. B., & Zoppos, E. (2021). Dimensionalizing esports Consumption: Alternative journeys to professional play. Journal of Consumer Culture, published online.

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

Claudia Niessner, Florian Schultz, Nina Schaffert & Peter Weigel (Hrsg.), Informationen für den sportwissenschaftlichen Nachwuchs / Digitale Sportwissenschaften - Schöne neue Welt!? dvs-Kommission Wissenschaftlicher Nachwuchs,
Verein zur Förderung…

Facchini, L. V. (2018). Digital Strategy in a Sport Club: A Model to Support the Analysis. Master’s thesis. Politenico di Milano, Milano.

Kordyaka, B. (2018). Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games. In Proceedings of the 39th International Conference on Information Systems (ICIS2018). San Francisco, CA.

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

Crawford, G. (2005). Digital Gaming, Sport, and Gender. Leisure Studies, 24(3), 259–270.

McCauley, B., Nguyen, T. H. T., McDonald, M., & Wearing, S. (2020). Digital Gaming Culture in Vietnam: An Exploratory Study. Leisure Studies, 39(3), 372-386.

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Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 525-540), Berlin: Springer.

Sjöblom, M., Macey, J., & Hamari, J. (2020). Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating. Internet Research. Ahead-of-print. doi: 10.1108/INTR-07-2018-0304

Carr, K. (2021). Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration. JOURNAL OF DISPUTE RESOLUTION, 335.

Sykas, S. (2021). Digital Arenas: The regulatory framework and other relevant issues on eSports online betting. Homo Virtualis, 4(1). 10-16.
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