Browse Items (1774 total)

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

Schrör, S., Müller, F., & Schädlich, F. (2022, October). Überwachen und Strafen im eSport: Eine juristische und soziologische Perspektive auf Valves Overwatch-Verfahren. In Entscheidungsträger im Internet (pp. 45-74). Nomos Verlagsgesellschaft mbH &…

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

Schubert, M., Eing, F., & Könecke, T. (2022). Perceptions of professional esports players on performance-enhancing substances. Performance Enhancement & Health, 10(4), 100236.

Schulke, H.-J., & Wendeboern, T. (2018). Aufklärung, was sonst!? Das Märchen vom E-Sport. SportZeiten: Sport in Geschichte, Kultur und Gesellschaft, 18(3), 7-32.

Schulze, U. (2016). “Wir finden für jeden das passende Paket”: Interview mit Ulrich Schulze, Vice President Pro Gaming bei der ESL, über die Entwicklung des eSports und die Möglichkeiten für Sponsoren, sich in dem jungen und zukunftsträchtigen Markt…

Schürmann, V. (2019). Am Fall eSport: Wie den Sport bestimmen? Von Merkmalen und Grundideen. German Journal of Exercise and Sport Research, 49, 472-481.

Schwind, J. (2020). Sponsoring im eSport am Beispiel der ESL One. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 85–101). Wiesbaden: Springer Gabler.

Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., ... & Williams, J. P. (2021). Foundations for Esports Curricula in Higher Education. In Proceedings of the 2021 Working Group Reports on Innovation and Technology in…

Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S., Miljanovic, M., Strange, M., Taipalus, T., & Williams, J. P. (2021). Towards a Framework to Support the Design of Esports Curricula in Higher Education.…

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

Scully-Blaker, R. (2016). On Becoming “Like eSports” Twitch as a Platform for the Speedrunning Community. DiGRA/FDG ’16 – Abstract Proceedings of the First International Joint Conference of DiGRA and FDG.

Scully-Blaker, R., Begy, J., Consalvo, M., & Ganzon, S. (2017). Playing along and playing for on Twitch: Livestreaming from tandem play to performance.

Seering, J., Flores, J. P., Savage, S., & Hammer, J. (2018). The social roles of bots: evaluating impact of bots on discussions in online communities. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-29.

Seering, J., Hammer, J., Kaufman, G., & Yang, D. (2020). Proximate Social Factors in First-Time Contribution to Online Communities. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-14).

Seering, J., Kaufman, G., & Chancellor, S. (2022). Metaphors in moderation. New Media & Society, 24(3), 621-640.

Seering, J., Kraut, R., & Dabbish, L. (2017). Shaping pro and anti-social behavior on twitch through moderation and example-setting. In Proceedings of the 2017 ACM conference on computer supported cooperative work and social computing (pp. 111-125).

Seering, J., Luria, M., Kaufman, G., & Hammer, J. (2019). Beyond dyadic interactions: Considering chatbots as community members. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-13).

Seering, J., Luria, M., Ye, C., Kaufman, G., & Hammer, J. (2020). It takes a village: integrating an adaptive chatbot into an online gaming community. In Proceedings of the 2020 chi conference on human factors in computing systems (pp. 1-13).

Seering, J., Savage, S., Eagle, M., Churchin, J., Moeller, R., Bigham, J. P., & Hammer, J. (2017). Audience participation games: Blurring the line between player and spectator. In Proceedings of the 2017 Conference on Designing Interactive Systems…

Seering, J., Wang, T., Yoon, J., & Kaufman, G. (2019). Moderator engagement and community development in the age of algorithms. New Media & Society, 21(7), 1417-1443.

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

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,…

Şentuna, B., & Kanbur, D. (2016). What Kind of an Activity is a Virtual Game? A Postmodern Approach in Relation to Concept of Phantasm by Deleuze and the Philosophy of Huizinga. Sport, Ethics and Philosophy, 10(1), 42-50.

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

Seo, Y. (2016). Professionalized Consumption and Identity Transformations in the Field of eSports. Journal of Business Research, 69(1), 264-272.

Seo, Y. N., Kim, M., Lee, D., & Jung, Y. (2018). Attention to Esports Advertisement: Effect of Ad Animation and In-Game Dynamics on Viewers’ Visual Attention. Behavior & Information Technology, 37(12), 1194–1202.

Seo, Y., & Jung, S.-U. (2016). Beyond Solitary Play in Computer Games: the Social Practices of eSports. Journal of Consumer Culture, 16(3), 635-655.

Seula, R., Amaro, M., & Fragoso, S. (2018). Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer. DIGRA

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.

Shabir, N. (2017). Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space. Independently published.

Shain, K. S. (2022). Sowing the Seeds of Peace in the Public-Schools via Esports Gaming with Gamers For Peace.

Sharpe, B. T., Besombes, N., Welsh, M. R., & Birch, P. D. (2022). Indexing Esport Performance. Journal of Electronic Gaming and Esports, 1(aop), 1-13.

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

Sheng, J. T., & Kairam, S. R. (2020). From virtual strangers to irl friends: relationship development in livestreaming communities on twitch. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW2), 1-34.

Shenkman, E., Coates, D., Chadov, A., & Parshakov, P. (2022). Team vs. individual tournament: An organizer's dilemma. Journal of Economic Behavior & Organization, 198, 476-492.

Shenkman, E., Coates, D., Chadov, A., & Parshakov, P. (2022). Team vs. individual tournament: An organizer's dilemma. Journal of Economic Behavior & Organization, 198, 476-492.

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.

Shields, D. (2011). Passion in eSports - A Flame that Never Goes Out. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 16–23). Norderstedt: Books on Demand GmbH.

Shinohara, T. (2023). Fighting Corruption in Esports. Towards Good Governance in Light of Integrity, Transparency and Neutrality. In: Gilardi, F., Martin, P. (eds) Esports in the Asia-Pacific. Palgrave Series in Asia and Pacific Studies. Palgrave…

Shisha, S. (2020). Fairness, Copyright, and Video Games: Hate the Game, Not the Player. Fordham Intell. Prop. Media & Ent. LJ, 31, 694.

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:…

Shum, H.-L., Lee, C.-H., & Cheung, J. C.-S. (2021). Should Esports Be a Co-Curricular Activity in School? Children & Schools, 43(1), 61-63.

Shum, H.-L., Lee, C.-H., & Cheung, J. C.-S. (2020). Should Esports Be a Co-Curricular Activity in School? Children & Schools, 43(31), 61-63.

Sifa, R., Drachen, A., Block, F., Moon, S., Dubhashi, A., Xiao, H., (...) Demediuk, S. (2021). Archetypal Analysis Based Anomaly Detection for Improved Storytelling in Multiplayer Online Battle Arena Games. ACSW '21: 2021 Australasian Computer…

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

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Siitonen, M., & Ruotsalainen, M. (2022) “KKona where’s your sense of patriotism?”: Positioning Nationality in the Spectatorship of Competitive Overwatch Play. Modes of Esports Engagement in Overwatch, 89.

Singh, A. (2022). The rise of digital advertising in eSports: A case study on Twitch (Doctoral dissertation, The IIE).

Singh, S. (2022). FIFA 2022 game analysis using machine learning & computer vision (Master's thesis, University of Twente).

Siutila, M. (2018). The Gamification of Gaming Streams. Proceeding of the 2nd GamiFIN Conference, Pori, Finland, 131-140.

Siutila, M. (2018). European Esports: a Peek into National Scenes. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Siutila, M. & Havaste, E. (2018). “A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit, in Proceedings of the 2018 DIGRA International Conference.

Siutila, M., Karhulahti, V.-M., (2021) Continuous play: leisure engagement in competitive fighting games and taekwondo. Annals of Leisure Research. Published online.

Sjoberg, E., & Wilner, R. (2022). The representation of women in Hearthstone esports. In Social Issues in Esports (pp. 31-45). Routledge.

Sjöblom, M., & Hamari, J. (2016). Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users. Computers in Human Behavior, 75, 985-996.

Sjöblom, M., Hassan, L., Macey, J., Törhönen, M., & Hamari, J. (2018). Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? In Proceedings of the International Conference on Social Media & Society,…

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

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171.

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20-28.

Skoglund, P.-I. (2018). Good Game, Well Played: A Ethnographic Study of Collegiate Esport in Southern California. Master’s Thesis. University of Bergen, Bergen.

Skouroliakos, L., Halkiopoulos, C., Gkintoni, E., & Antonopoulo, H. (2017). Psychological Affect of e-Sports in e-Marketing via Computational Methods. In 5 th International Conference on Contemporary Marketing Issues ICCMI June 21-23, 2017…

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.

Slacek Brlek, A. S. (2014). Inside the Mind of the Machine: an Exploratory Study of Street Fighter IV Players. Teorija in Praksa, 51(1), 59-71.

Smeekes, W. A. C. (2022). Social Media Content Marketing for Millennials, Generation Z, and the Esports Target Market.

Smerdov, A., Burnaev, E., & Somov, A. (2019). eSports Pro-Players Behavior During the Game Events: Statistical Analysis of Data Obtained Using the Smart Chair. ArXiv.

Smith, A. (2018). Why Intel Is Betting on eSports and Virtual Reality. PC Magazine, November, 9-12.

Smith, M. J., Birch, P. D. J., & Bright, D. (2019). Identifying Stressors and Coping Strategies of Elite eSports Competitors. International Journal of Gaming and Computer-Mediated Simulations, 11(2), 22-39.

Smith, M., Sharpe, B., Arumuham, A., & Birch, P. (2022). Examining the Predictors of Mental Ill Health in Esport Competitors. In Healthcare (Vol. 10, No. 4, p. 626). MDPI.

Smith, T., Obrist, M., & Wright, P. (2013). Live-streaming changes the (video) game. In Proceedings of the 11th european conference on Interactive TV and video (pp. 131-138).

Smithies, T. D., Toth, A. J., Conroy, E., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Life After Esports: A Grand Field Challenge. Frontiers in Psychology, 11, 1-5.

Snavely, T. L. (2014). History and Analysis of eSport Systems. Master's Thesis. University of Texas, Austin.

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Snyder, D. (2017). Speedrunning: Interviews with the Quickest Gamers. McFarland.

Soares, A. K. S., Goedert, M. C. F., & Vargas, A. F. (2022). Mental health and social connectedness during the COVID-19 pandemic: an analysis of sports and e-sports players. Frontiers in psychology, 13.

Söderin, J. (2017). Feature Development for eSports Broadcasts With a Focus on the Intermission Between Matches. KTH, Stockholm.

Soler-Dominguez, J. L., & Gonzalez, C. (2021). Using EEG and Gamified Neurofeedback Environments to Improve eSports Performance: Project Neuroprotrainer. In Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and…

Song, Y. (2016). Real-Time Video Highlights for Yahoo Esports. 1st NIPS Workshop on Large Scale Computer Vision Systems (LSCVS 2016), Barcelona, Spain.

Sorensen, D., & Bernsen, M. (2019). Hjernen Bag Astralis. People's Press.

Sörman, D. E., Dahl, K. E., Lindmark, D., Hansson, P., Vega-Mendoza, M., & Körning-Ljungberg, J. (2022). Relationships between Dota 2 expertise and decision-making ability. Plos one, 17(3), e0264350.

Soumokil, G. (2009). The Rising World of e-Sports: The Revelation of the Unknown World of e-Sports and its Influences on the Western Society. Facta Universitas. Series: Physical Education and Sport, 16(1), 137-147.

Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., Douris, P., Zwibel, H., & DiFrancisco-Donoghue, J. (2020). Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming, Frontiers in Psychology, 11, 1-6.

Sousa, B. A. M. (2022). Esports Penetration in the Global Market-Insertion in education sector.

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

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

Spjut, J., Boudaoud, B., & Kim, J. (2021). A Case Study of First Person Aiming at Low Latency for Esports. In EHPHCI 2021: ACM CHI Workshop on Esports and High Performance Human Computer Interaction, May 08-13, 2021, Yokohama, Japan. ACM, New York,…

Stadtmann, G., Croonenbroeck, C., & Schöber, T. (2020). Der adjustierte Big-Mac-Index. Das Wirtschaftsstudium 49, 428-433.

Stadtmann, G., Moritz, K.-H., & Schöber, T. (2020). Product differentiation in video games: A closer look at Fortnite’s success. Discussion Paper No. 419.

Stadtmann, G., Moritz, K.-H., & Schöber, T. (2020). Price Differentiation in Video Games: A Closer Look at the Free-to-Play Segment. IUP Journal of Business Strategy 17 (2), 34-43.

Stadtmann, G., Pierdzioch, C., & Schöber, T. (2020). The LoP Game: BigMac versus Fortnite. Economics Bulletin.

Stadtmann, G., Schöber, T. (2020). Fortnite: The Business Model Pattern Behind the Scene. Die Unternehmung (4). 426-444.

Ståhl, M., Rusk, F. (2020). Player customization, competence and team discourse: exploring player identity (co)construction in Counter-Strike: Global Offensive. Game Studies 20(4).

Stahlke, S., Robb, J., & Mirza-Babei, P. (2018). The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator Experiences. International Journal of Gaming and Computer-Mediated Simulations, 10(1), 42-62.

Stald, G. (2001). Meeting in the Combat Zone: Online Multi-player Computer Games as Spaces for Social and Cultural Encounters. In Proceedings of Association of Internet Researchers Conference, ed. Leslie Shade. Minneapolis, USA.

Stauff, M., & Vogan, T. (2021). Legitimizing and institutionalizing eSports in the NBA 2K League. In M. L. Butterworth (Ed.), Communication and Sport (pp. 387-402). Berlin: de Gruyter.

Stein, A. (2012). Indie Sports Games: Performance and Performativity. Loading… The Journal of the Canadian Game Studies Association, 7(11), 61-77.

Stein, A., Mitgusch, K., & Consalvo, M. (2013). Who are Sports Gamers? A Large Scale Study of Sports Video Game Players. Convergence, 19(3), 345-363.

Stein, V., & Scholz, T. M. (2016). The Intercultural Challenge of Building the European eSports League. In C. Barmeyer & P. Franklin (Eds.), Case Studies in Intercultural Management: Achieving Synergy from Diversity (pp. 80-94). London: Palgrave.

Stein, V., & Scholz, T. M. (2016). Sky is the Limit. Esports as Entrepreneurial Innovator for Media Management. Interdisciplinarity in Social and Human Sciences, 5, 622-631.

Steinbeck, H., Teusner, R., & Meinel, C. (2021). Teaching the Masses on Twitch: An Initial Exploration of Educational Live-Streaming. In Proceedings of the Eighth ACM Conference on Learning@ Scale (pp. 275-278).

Steinbeißer, E., & Wolf, M. (2022). Lange Nacht der Computerspiele wieder digital–Gather. town macht‘s möglich. In Science MashUp: XR–Gesellschaft–Utopien (pp. 219-231). Springer VS, Wiesbaden.

Steinkuehler, C. (2020). Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play. Games and Culture, 15(1), 3-8.
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