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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.
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
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…
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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.
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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,…
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.
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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.
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.
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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.
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 &…
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.
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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.
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.
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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.
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).
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.