Browse Items (1774 total)

Karhulahti, V.-M. (2016). Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming. In Proceedings of the First International Joint Conference of DiGRA and FDG, 1–5 August 2016. Dundee, Scotland: Digital Games Research Association…

Karhulahti, V.-M. & Kimppa, K. (2018). “Two Queens and a Pwn, Please.” An Ethics for Purchase, Loot, and Advantage Design in eSports. In Proceedings of the 2nd International GamiFIN Conference (pp. 115-122), Pori, Finland.

Karhulahti, V.-M. (2017). Reconsidering Esport: Economics and Executive Ownership. Physical Culture and Sport. Studies and Research, Volume LXXIV, 43-53.

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

Karakus, E. C. (2015). Comparing Traditional Sports and Electronic Sports. Master’s Thesis. University of Illinois at Urbana-Champaign, Urbana, IL.

Kane, D., & Spradley, B. D. (2017). Recognizing Esports as a Sport. The Sport Journal, published online 11 May.

Kang, J. O., Kang, K. D., Lee, J. W.,, Nam, J. J., & Han, D. H. (2020). Comparison of Psychological and Cognitive Characteristics between Professional Internet Game Players and Professional Baseball Players. International Journal of Environmental…

Kang, C. (2019). A Polymorphic Approach to Esports Betting. Brigham Young University Prelaw Review, 33 (7), 1-10.

Kajastila, R., & Hamalainen, P. (2015). Motion Games in Real Sports Environments. Interactions, March-April, 44-47

Kainz, F., Haupt, T., & Werner, C. (2018). “eSport”: Mehr als eine momentane Spielerei. Causa Sport, 2/2018, 153-160.

Kadan, A. M., Li, L., & Chen, T. (2018). Modeling and Analysis of Feautures of Team Play Strategies in eSports Applications. Sovremennye Informacionnye Technologii i IT-obrazovanie, 14 (2), 397-407.

Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813-823.

Woodcock, J., & Johnson, M. R. (2018). Work, Play, and Precariousness: An Overview of the Labour Ecosystem of Esports. Working Paper.

Wood, L., Hoeber, O., Snelgrove, R., & Hoeber, L. (2019). Computer Science Meets Digital Leisure: Multiple Perspectives on Social Media and eSports Collaborations. Journal of Leisure Research, 50(5), 425-437.

Wohn. D. Y., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture, 15(1). 73-88.

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.

Carter, M., Fordyce, R., Gibbs, M., & Witkowski, E. (2017). eSports Futures in Australia. DIGRA 2017.

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:…

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

Witkowski, E. (2018). Sensuous Proximity in Research Methods with Expert Teams, Media Sports, and eSports Practices. MediaKultur: Journal of Media and Communication Research, 34(64), 31-51.

Witkowski, E. (2014). Competition and Cooperation. in B. Perron and M. J. Wolf (Eds.), The Routledge Companion to Video Game Studies. New York: Routledge.

Witkowski, E. (2013). Eventful masculinities: Negotiations of Hegemonic Sporting Masculinities at LANs. In M. Consalvo, K. Mitgutsch, & A. Stein (Eds.) Sports Videogames. New York: Routledge.

Witkowski, E. (2012). Inside the Huddle: The Sociology and Phenomenology of Team Play in Networked Computer Games Doctoral dissertation. IT University of Copenhagen, Denmark.

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

Witkowski, E. (2009). Probing the Sportiness of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 53-56), Norderstedt, Germany: Books on Demand GmbH.

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.

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

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

Whalen, S. J. (2013). Cyberathletes- Lived Experience of Video Game Tournaments. Doctoral Dissertation. University of Tennessee, Knoxville.

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

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.

Weiss, T., & Schiele, S. (2013). Virtual Worlds in Competitive Contexts: Analyzing eSports Consumer Needs. Electronic Markets, 23(4), 307–316.

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.

Weiss, T. (2008). Cultural Influences on Hedonic Adoption Behavior: Propositions Regarding the Adoption of Competitive Video and Computer Online Gaming. In Proceedings of the SIG-DIGIT Workshop 2008.

Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspective on eSports. Public Health Reports, 135(3), 295-298.

Wardaszko, M., Ćwil, M., Chojecki, P., & Dąbrowski, K. (2019). Analysis of Matchmaking Optimization Systems Potential in Mobile Esports. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

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

Wang, M. (2018). Team Queue – A Mobile Application Which Provides a Third Party Stage for an E-Sports Service Provider. Master’s thesis. Rochester Institute of Technology, Rochester.

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Wang, H., Yang, H.-T., & Sun, C.-T. (2015). Thinking Style and Team Competition Game Performance and Enjoyment. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 243-254.

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

Wagner, M. (2007). Competing in Metagame Gamespace. Metapress.

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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.

Ryzhov, I., Tariq, A., & Powell, W. (2011). May the Best Man Win: Simulation Optimization for Match-Making in E-sports. In S. Jain, R. Creasey, J. Himmelspach, K.P. White & M. Fu (Eds.), Proceedings of the Winter Simulation Conference (pp.…

Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play. Journal of Sport and Social Issues, 42(4), 295–311.

Rudolf, K., Bickmann, P., Froböse, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019. International Journal of Environmental Research and Public…

Rothwell, G., & Shaffer, M. (2019). eSports in K-12 and Post-Secondary Schools. Education Science, 9(2), 105-115

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.

Ross, A. E. (2013). The Effects of Multitasking Training in StarCraft II. Doctoral dissertation. Temple University, Phildadelphia.

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

Root, J. (2019). eSports Productions upon their Game with Dedicated ‘Player Cams’. TVB Europe, September 2019, 58-59.

Rollandin, M. (2016). Des compétitions sportives au développement de l’eSport: du football à League of Legends.

Rogers, R. (2019). Understanding Esports: An Introduction to the Global Phenomenon. Lanham: Lexington Books.

Rogers, J. (2012). Crafting an Industry: An Analysis of Korean StarCraft and Intellectual Properties Law, Harvard Journal of Law & Technology

Rodier, P. (2017). Jouez sérieux. Le phénomène esport raconté par les gamers. Marabout.

Robertson, C. (2015). Wandering the World without Leaving Your Chair: Crossing Borders Through eSports. Master’s Thesis. Georgia Southern Univesity.

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.

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

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

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.

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

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.

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

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

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.

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.

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

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

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.

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

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Tyrväinen, V. (2018). Influence of Esports Spectating on Customer Retention in Freemium Video Games. Master’s Thesis. Tampere University of Technology, Tampere.

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.

Türkay, S., Formosa, J. Adinolf, S., Cuthbert, R., & Altizer, R. (2020). See No Evil, Hear No Evil, Speak No Evil: How Collegiate Esports Players Define, Experience and Cope with Toxicity. In CHI ’20: Proceedings of the 2020 CHI Conference on Human…

Türkay, S., & Adinolf, S. (2017). Appeal of Online Collectible Card Games: Social Features of Hearthstone. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 622-627). ACM.

Triberti, S., Milani, L., Grumi, S., Peracchia, S., Curcio, G., & Riva, G. (2018). What Matters is When You Play: Investigating the Relationship Between Online Video Games Addiction and Time Spent Playing over Specific Day Phases. Addictive Behaviors…

Trepte, S., Reinecke, L., & Jüchems, K. (2012). The Social Side of Gaming. How Online Computer Games Creates Online and Offline Social Support. Computers in Human Behavior, 28, 83.

Trent, L. D., & Shafer, D. M. (2020). Extending Disposition Theory of Sports Spectatorship to ESports. International Journal of Communication, 14, 1049-1069.

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

Toth, A. J., Kowal, M., & Campbell, M. J. (2019). The Color-Word Stroop Task Does Not Differentiate Cognitive Inhibition Ability Among Esports Gamers of Varying Expertise. Frontiers in Psychology, 10, 1-7.

Toomey, R. P. (2019). Upholding the Integrity of Esports to Successfully and Safely Legitimize Esports Wagering. Gaming Law Review, 23(1), 12-18

Tong, B. A. (2017). A New Player has Entered the Game: Immigration Reform for eSports Players. Jeffrey S Moorad Sports Law Journal, 24, 351–386.

Törhönen, M., Sjöblom, M., & Hamari, J. (2018). Likes and Views: Investigating Internet Video Content Creators Perceptions of Popularity. Proceedings of the the 2nd International GamiFIN Conference, Pori, Finland, 108-114.

Toft-Nielsen, C. (2016). Gaming Expertise Doing Gender and Maintaining Social Relationships in the Context of Gamers’ Daily Lives. Nordicom Review, 37, 71-83.

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.

Thompson, J. J., Blair, M. R., Chen, L., & Henrey, A. J. (2013). Video Game Telemetry as a Critical Tool in the Study of Complex Skill Learning. PLoS ONE, 8(9).

Thomas, C. J., Rothschild, J., Earnest, C. P., & Blaisdell, A. (2019). The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players. Sports, 7(9), 196.

Thiborg, J. & Carlsson, B. (2010). Law and Morality in Counter Strike. ESLJ, 8(1).

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

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Taylor, T. L., & Witkowski, E. (2010). This is How We Play it: What a Mega-LAN Can Teach Us About Games. In Y. Pisan (Ed.), Proceedings of the Fifth International Conference on the Foundations of Digital Game. Monterey, CA: ACM Press.

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Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton: Princeton University Press.

Taylor, T. L. (2012). Raising the Stakes: The Professionalization of Computer Gaming. Cambridge, MA: MIT Press.

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

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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.

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.

Taylor, N., Jenson, J., de Castell, S., & Dilouya, B. (2014). Public Displays of Play: Studying Online Games in Physical Settings. Journal of Computer-Mediated Communication, 19(4), 763-779.

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

Taylor, N. T. (2012). ‘A Silent Team is a Dead Team‘: Communicative Norms in Team-based Halo 3 Play. In G. Voorhees (Ed.), Guns, Grenades and Grunts: First Person Shooter Games. New York: Continuum.

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