Browse Items (1774 total)

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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Bayer, I., & Zouzias, A. (2020). Team voyTECH: User Activity Modeling with Boosting Trees. arXiv preprint arXiv:2007.01620.

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.

Coates, D., & Parshakov, P. (2016). Team vs. Individual Tournaments Evidence from Prize Structure in eSports. Basic Research Program Working Papers.

Parshakov, P., & Coates, D. (2016). Team Vs. Individual Tournaments: Evidence from Prize Structure in Esports.

Brünnle, T. T. (2016). Teambildung in Onlinespielen. Working Papers kultur- und techniksoziologische Studien.

F. Santini, R. Pettinelli (2023). Technological innovation and labor law. Beetween 'sport' and 'entertainment': the e-sports. University of Bologna.

Jenny, S. E., Krause, J. M., & Armstrong, T. (2021). Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy. Human Kinetics

Ash, J. (2012). Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames. Environment and Planning A44 (1), 187–203.

Filotrani, L. (2020). Television needs Esports but Esports Doesn't Need Television. In. L. M. Walzak, & J. Recupero (Eds.), Sport Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport (pp. x-y). Champaign, IL. Common…

Li, Y., Kou, Y., Lee, J. S., & Kobsa, A. (2018). Tell me before you stream me: Managing information disclosure in video game live streaming. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.

Parshakov, P., Shakina, E., & Barajas, A. (2021). Testing the Contestable Market Theory in eSports. Economic Research-Ekonomska Istrazivanja, DOI: 10.1080/1331677X.2021.1889389.

Hua, Y. T., Liu, K. Y., Huang, H. C., Rotherham, I. D., & Ma, S. C. (2023). Testing Variation in Esports Spectators’ Motivations in Relation to Consumption Behaviour. Sustainability, 15(3), 2028.

Cripe C. (2020). Tfue v. FaZe Clan and Newly Created Players Associations: What Has Happened and How Will it Impact the Future of Esports? Marquette Sports Law Review, 31(1), 151-173.

In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments…

Schaeperkoetter, C. C., Mays, J., Hyland, S. T., & Wilkerson, Z. (2017). The “New” Student Athlete: An Exploratory Examination of Scholarship Esports Players. Journal of Intercollegiate Sport, 10, 1–21.

Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023). The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions. Emerald Publishing.

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.

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

Leunens, S. (2009). The Antwerp eSports Festival: Bringing Electronic Sports to Belgium. VDM.

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

Trotter, M. G., Coulter, T. J., Davis, P. A., Poulos, D. R., & Polman, R. (2020). The Association between Esports Participation, Health and Physical Activity Behaviour. International Journal of Environmental Research and Public Health, 17, 7329.

Matuszewski, P., Dobrowolski, P., & Zawadzki, B. (2020). The Association Between Personality Traits and eSports Performance. Frontiers in Psychology, 11, 1-5.

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…

Beyer, M. (2010). The Big Bang Reality. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 43–45). Norderstedt: Books on Demand GmbH.

Lehnert, K., Walz, A. & Christianson, R. (2020). The Booming eSports Market: A Field Day for Fans. Journal of Business Strategy. Published online December 9 2020.

Scholz, T. M. (2021). The Business Model Network of eSports: The Convergence of Overwatch. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Martinelli, D. (2019). The Challenges of Implementing a Governing Body for Regulating ESports. University of Miami International and Comparative Law Review, 26, 499-524.

Reyes, D. (2022). The Cognitive, Behavioral, Affective, and Physiological Components of Social Cognition in Esports and Education.

Martin, C. (2020). The Costs of Squadding Up: Determining the Employment Status of High-Profile Esports Streamers. San Diego Int'l LJ, 22, 151.

Cote, A. C., Can, O., Foxman, M., Harris, B. C., Hansen, J., Rahman, M. W. U., & Fickle, T. (2022). The COVID Season: US Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic. Games and Culture,…

Canning, S., & Betrus, A. (2017). The Culture of Deep Learning in ESports: An Insider’s Perspective. Educational Technology, 57(2), 65–69.

Harper, T. (2014). The Culture of Digital Fighting Games: Performance and Practice. New York, NY: Routledge.

De Moor, W., Terrien, M., Durand, C., & Besombes, N. (2022). The current situation of the French professional esports industry: economic models of the clubs and regulation of the leagues. European Sport Management Quarterly, 1-22.

Lee, A. J. & Ko, J. M. (2005). The Current State and Development Plan of e-Sports Industry. Samsung Economic Research Institute.

Schöber, T., & Stadtmann, G. (2022). The dark side of e-sports–An analysis of cheating, doping & match-fixing activities and their countermeasures. International Journal of Esports, 2(2).

Kates, A., & Clapperton, G. (2015). The Debate: For & Against e-Sports. Engineering & Technology, 10(1), 28.

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Lopez Frias, F. J. (2016). The Defining Components of the Cyborg: Cyborg-athletes, Fictional or Real? Sport, Ethics and Philosophy, 10(1), 97-111.

Carter, M., Gibbs, M., & Arnold, M. (2015). The Demarcation Problem in Multiplayer Games: Boundary-work in EVE Online’s eSport. Game Studies, 15(1).

Lefebvre, F., Djaballah, M., & Chanavat, N. (2020). The deployment of professional football clubs’ eSports strategies: a dynamic capabilities approach. European Sport Management Quarterly. Published online.

Summerley, R. (2020). The Development of Sports. A Comparative Analysis of the Early Institutionalisation of Traditional Sports and E-sports. Games and Culture, 15(1), 51-72.

Hölzle, K., Kullik, O., Rose, R., & Teichert, M. (2022). The digital innovation ecosystem of eSports: a structural perspective. In Handbook on Digital Business Ecosystems. Edward Elgar Publishing.

Aleta, A., & Moreno, Y. (2019). The dynamics of collective social behavior in a crowd controlled game. EPJ Data Science, 8(1), 22.

Holden, J. T., & Baker, T. A. (2019). The Econtractor? Defining the Esports Employment Relationship. American Business Law Journal, 56(2), 391-440.

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

Quan, L., & Yoo, C. (2022). The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory. Journal of Korea Game Society, 22(1), 109-118.

Toth, A. J., Ramsbottom, N., Constantin, C., Milliet, A., & Campbell, M. J. (2021). The Effect of Expertise, Training and Neurostimulation on Sensory-Motor Skill in Esports. Computers in Human Behavior, 121 (2021),

Jenny, S.E., Schary, D. P., Noble, K. M. & Hamill, S. D. (2017). The Effectiveness of Developing Motor Skills Through Motion-based Video Gaming: A Review. Simulation & Gaming, 48(6), 722-734.

Mao, E. (2022). The effectiveness of event marketing in an attention economy: Findings from Twitch live-stream esports tournament events. Journal of Media Economics, 34(3), 194-211.

Rightmire, Z. (2022). The Effects of Cardiovascular Exercise on eSport Performance (Doctoral dissertation, Auburn University).

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.

Akan, B. A. Y. R. A. K. D. A. R., Alin, L. A. R. İ. O. N., Işık, B. A. Y. R. A. K. T. A. R., & Pelin, A. V. C. I. (2022). The effects of esports on sleep: a systematic literature review. Ovidius University Annals, Series Physical Education &…

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

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

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Wang, Z. (2022). The electric brain: new intelligent agents in esports.

Kauweloa, N. S. (2021). The Emergence of College eSports in North America. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Ribeiro, F. J., Viana, V., Borges, N., & Teixeira, V. H. (2021). The Emergence of eSports Nutrition: A Review.

Ribeiro, F. J., Viana, V. M., Borges, N. P., Teixeira, V. H. (2021). The Emergence of Esports Nutrition: A Review. Central European Journal of Sport Sciences and Medicine, 33(1), 81-95.

Donschen, D. (2010). The End of the ESWC and How to Move On. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 23–27). Norderstedt: Books on Demand GmbH.

McGee, C. (2021). The Ergonomics of Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 151-165). Cham: Springer.

Carrillo-Vera, J. A., & Aguado-Terrón, J. M. (2019). The eSports Ecosystem: Stakeholders and Trends in a New Show Business. Catalan Journal of Communication & Cultural Studies, 11 (1), 3-22.

Heinz, J., & Ströh, A. (2017). The eSports Market and eSports Sponsoring. Marburg: Tectum.

Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).

Jacobson, J. M. (2021). The Essential Guide to the Business & Law of Esports & Professional Video Gaming. Boca Raton: CRC Press.

Chee, F. M., & Karhulahti, V.-M. (2020). The Ethical and Political Contours of Institutional Promotion in Esports: From Precariat Models to Sustainable Practices. Human Technology, 16(2), 200-226.

Olsen, A. (2015). The Evolution of Esports: An Analysis of Its Origin and a Look at Its Prospective Future Growth as Enhanced by Information Technology Management Tools. Master’s Thesis. Coventry University.

Hope, A. (2014). The Evolution of the Electronic Sports Entertainment Industry and its Popularity. In J. Sharp & R. Self (Eds.), Computers for Everyone (pp. 87-89).

Xu, Y. (2023). The Evolving eSports Landscape: Technology Empowerment, Intelligent Embodiment, and Digital Ethics. Sport, Ethics and Philosophy, 1-13.

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.

Aallo, M. (2022). The fascination of virtual skins and consumers buying behaviour in Counter Strike Global Offensive.

Holden, J. T., Kaburakis, A., & Rodenberg R. M. (2017). The Future is Now: eSports Policy Considerations and Potential Litigation. Journal of Legal Aspects of Sport, 27, 46–78.

Kanne, K. (2015). The Future of Electronic Sports in High Schools. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 60–65). Norderstedt: Books on Demand GmbH.

Pellicone, A. J., & Ahn, J. (2017). The Game of Performing Play: Understanding streaming as cultural production. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 4863-4874).

Randhawa, N. (2015). The Games, the Audience, and the Performance. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 15–22). Norderstedt: Books on Demand GmbH.

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

DeArmond, M. C., Shelton, B. E., & Hsu, Y. C. (2022). The Gap Between Korean Esports and Educational Gaming. International Journal of Game-Based Learning (IJGBL), 12(1), 1-12.

Mah, J. (2011). The Globe of eSports: Our Cultures, Our Worlds. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 62–70). Norderstedt: Books on Demand GmbH.

Nowik, T. (2011). The Golden Five and it's Impact on Polish eSports Scene. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 71–75). Norderstedt: Books on Demand GmbH.

Dor, S. (2014). The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study. Game Studies, 14(1).

Dor, S. (2014). The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. Game Studies, 14(1).

San, H. (2018). The History of ESPORTS. Independently Published.

Hu, K. (2019). The Human Behind the Controller: A Look Into the World of Competitive Smash Bros. and Esports.

The aim of this study is to examine the impact of actor engagement, defined as an actor’s voluntary contribution of resources that go beyond the actual transaction/exchange, on the business model concept in the context of the digital media industry.…

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.

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974.

Chan, G., Hupo, Y., Kelly, S., Leung, J., & Tisdale, C. (2021). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, in press.

Zhong, Y., Guo, K., Su, J., & Chu, S. K. W. (2022). The impact of esports participation on the development of 21st century skills in youth: A systematic review. Computers & Education, 104640.

Lai, W., Wang, W., & Li, F. (2022). The Impact of eSports Performance and Social Interaction on eSports Online Viewership and Viewer Experience.

Ferreira, R. G. S. S. (2022). The impact of esports sponsorship on shareholder wealth: an event study (Doctoral dissertation).

Demir, A. (2022). The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team. International Education Studies, 15(2), 130-137.

Zanin, N. (2018). The Impact of Leadership on Virtual Team Satisfaction and Viability: the Role of Performance Monitoring and Team Work Engagement (Master’s thesis). Universidade Católica Portuguesa.

Baltezarević, R., & Baltezarević, B. (2018). The impact of video games on the formation of eSports. Physical Education and Sport, 16(1), 137-147.

Cui, Y., Li, J., & Zhang, Y. (2022). The impacts of game experience and fanwork creation on game loyalty: Mediation effect of perceived value. Technological Forecasting and Social Change, 176, 121495.

Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch. tv on the video game industry. Media, Culture & Society, 41(5), 670-688.

Johnson, M. R., Carrigan, M., & Brock, T. (2019). The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv. First Monday, 24(8).

Oksala, A. (2022). The importance of communication in esports: an ethnographic interview with a Finnish Counter-Strike: Global Offensive team.

van Kempen, S. J., Van der Spek, E. D., & Wallner, G. (2022, October). The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players. In Entertainment Computing–ICEC 2022: 21st IFIP TC 14 International…

Mao, E. (2022). The incentive effects of tournaments and peer effects in team production: Evidence from esports. Journal of Sports Economics, 15270025221113033.

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.
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