Browse Items (1774 total)

Cheng, M., Chen, L., & Yuen, A. H. (2022). Exploring the use of technology among newly arrived children in Hong Kong: from an e-sports and cultural capital perspective. Educational technology research and development, 70(5), 1931-1949.

Leon, M., Hinojosa-Ramos, M. V., León-Lopez, A., Belli, S., López-Raventós, C., & Florez, H. (2022). eSports Events Trend: A Promising Opportunity for Tourism Offerings. Sustainability, 14(21), 13803.

Xenopoulos, P., Rulff, J., & Silva, C. (2022). Ggviz: Accelerating large-scale esports game analysis. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-22.

Onishi, T., Yamasaki, M., Hara, T., Hirotomi, T., & Miyazaki, R. (2022). Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults. International Journal of Environmental…

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.

Wang, C. M., Hong, J. C., Ye, J. H., & Ye, J. N. (2022). The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players. Entertainment Computing, 42, 100489.

Kawabe, K., Horiuchi, F., Hosokawa, R., Nakachi, K., Soga, J., & Ueno, S. I. (2022). Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study. Behavioral Sciences, 12(6), 172.

Wells, J. E., Harrolle, M. G., MacAulay, K. D., Greenhalgh, G., & Morgan, S. C. (2022). Integration of Esports in Educational Innovation: A Design-Based Research Approach. Sport Management Education Journal, 1(aop), 1-12.

Hayday, E., & Collison, H. (2022). Understanding the potential for esports to support social inclusion agendas. In Social Issues in Esports (pp. 131-147). Routledge.

Johnson, M. R., & Abarbanel, B. (2022). Ethical judgments of esports spectators regarding cheating in competition. Convergence, 13548565221089214.

Bennett, M., Čironis, L., Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., ... & Koshy, A. (2022). Continuous monitoring of HRV in esports players. International Journal of Esports, 2(2).

Nyström, A. G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., ... & Törhönen, M. (2022). Current issues of sustainability in esports. International Journal of Esports, 3(3).

Gündoğdu, S., Çolak, Ö., & Polat, Ö. (2022). Investigation of the Effect of eSport on HRV Signal by Using PoincaréPlot Analysis. Traitement du Signal, 39(2).

Carrani, L. M., Riera, A. B., Altarriba-Bartés, A., Gil-Puga, B., Gonzalez, A. P., Piniés-Penadés, G., ... & Peña, J. (2022). Are eSports players comparable to traditional athletes? A cross-sectional study. Aloma: Revista de Psicologia, Ciències de…

Hing, N., Lole, L., Russell, A. M., Rockloff, M., King, D. L., Browne, M., ... & Greer, N. (2022). Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling. Plos one, 17(5), e0266571.

Gerber, H. R. (2022). The literacies of a competitive esports team: Livestreaming, vods, and mods. L1-Educational Studies in Language and Literature, 1-25.

Lam, W. K., Chen, B., Liu, R. T., Cheung, J. C. W., & Wong, D. W. C. (2022). Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series. Biology, 11(5), 737.

Friehs, M. A., Klarkowski, M., Frommel, J., Phillips, C., & Mandryk, R. L. (2022). Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-29.

Kraemer, W. J., Caldwell, L. K., Post, E. M., Beeler, M. K., Emerson, A., Volek, J. S., ... & Onate, J. A. (2022). Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers. Journal of Strength and Conditioning Research,…

AlMarzooqi, M. A., Alhaj, O. A., Alrasheed, M. M., Helmy, M., Trabelsi, K., Ebrahim, A., ... & Ben Saad, H. (2022). Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi…

Yunanri, W., & Measer, A. (2022). SISTEM INFORMASI MANAJEMEN EVENT ELETRONIC SPORT (E-SPORT) BERBASIS WEB PADA KOMUNITAS ESPORT Indonesia WILAYAH KABUPATEN SUMBAWA. Jurnal Manajemen Informatika dan Sistem Informasi, 5(2), 109-115.

Birant, K. U. (2022). Multi‐view rank‐based random forest: A new algorithm for prediction in eSports. Expert Systems, 39(2), e12857.

Qian, T. Y., Matz, R., Luo, L., & Xu, C. (2022). Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports. Journal of Business Research, 145, 482-494.

Kugler, L. (2022). How AI is driving the esports boom. Communications of the ACM, 65(9), 17-18.

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 &…

Anðelić, B., Bianco, A., Maksimović, N., Todorović, N., & Drid, P. (2022). A milestone in the era of esports: The Olympics through the lens of virtual reality. Frontiers in Psychology, 13.

Piggott, L., Tjønndal, A., & Hovden, J. (2022). Leadership and gender inclusion in esports organisations. In Social Issues in Esports (pp. 46-64). Routledge.

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

Zhu, Y., Yin, J., Yang, Z., & Cheng, Z. (2022). City Network and Industry Evolution: Case of the Esports Industry in the Yangtze River Delta, China. Journal of Urban Planning and Development, 148(3), 04022028.

Šutalo, I. (2022). Vođenje projekata u esport industriji (Doctoral dissertation, University of Zagreb. Faculty of Economics and Business. Department of Informatics).

Bonny, J. W. (2022). Using Collective Metrics to Assess Team Dynamics and Performance in eSports. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 14(1), 1-13.

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.

Xenopoulos, P., & Silva, C. (2022). ESTA: An Esports Trajectory and Action Dataset. arXiv preprint arXiv:2209.09861.

Boudaoud, B., Spjut, J., & Kim, J. (2022). FirstPersonScience: An Open Source Tool for Studying FPS Esports Aiming. In ACM SIGGRAPH 2022 Talks (pp. 1-2).

Lim, C. N., Goh, Y. N., Isa, S. M., Thurasamy, R., & Suki, N. M. (2022). A Bibliometric Review on Esports Participation: View from Malaysia. Journal of Entrepreneurship, Business and Economics, 10(2), 139-171.

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.

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

Tjønndal, A. (2022). Introduction to social issues in esports. In Social Issues in Esports (pp. 3-10). Routledge.

Guo, Z., Cahalane, M., & Carbonie, A. (2022). Online gaming with a purpose: exploring positive personal development achieved through esports play. Behaviour & Information Technology, 1-23.

Ramella-Zampa, B., Carbone, G. A., Panno, A., Santos, M., Imperatori, C., Budde, H., ... & Machado, S. (2022). Understanding and conceptualizing eSports among behavioural addictions: a brief overview of the literature. Emerging Trends in Drugs,…

Kovács, J. M., & Szabó, Á. (2022). Esport and simracing markets–The effects of COVID-19, difficulties and opportunities. Society and Economy, 1-17.

Martins, D. J. D. Q., Moraes, L. C. L., & Marchi Júnior, W. (2022). COVID-19 impacts on school sports events: an alternative through E-sports. Managing Sport and Leisure, 27(1-2), 45-49.

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).

Wang, Z., & Yoshinaga, N. (2022). Esports Data-to-commentary Generation on Large-scale Data-to-text Dataset. arXiv preprint arXiv:2212.10935.

Murakami, K., & Miyachi, H. (2022). A Study on the Impact of High Refresh-Rate Displays on Scores of eSports. In International Conference on Network-Based Information Systems (pp. 283-288). Springer, Cham.

Kriglstein, S., Martin-Niedecken, A. L., Spjut, J., Damen, N. B., Türkay, S., & Drachen, A. (2022). Esports meets human-computer interaction. Interactions, 29(3), 42-47.

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Bisberg, A. J., & Ferrara, E. (2022, August). GCN-WP–Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports. In 2022 IEEE Conference on Games (CoG) (pp. 449-456). IEEE.

Hong, J. C., Juan, H. C., & Hung, W. C. (2022). The role of family intimacy in playing collaborative e-sports with a Switch device to predict the experience of flow and anxiety during COVID-19 lockdown. Computers in Human Behavior, 132, 107244.

Meng-Lewis, Y., Lewis, G., Lin, Z., & Zhao, Y. (2022). Examination of Esports Fans’ Live Streaming Experiences Using an Extended Expectation-Confirmation Model: A Case Study of the King Pro League. International Journal of Human–Computer Interaction,…

Abanazir, C. (2022). The Olympic Movement and esports governance: Finding the right way of cooperating for diversity, equity, and inclusion. In Social Issues in Esports (pp. 148-162). Routledge.

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.

Schmidt, S. C. E., Sell, S., & Woll, A. (2022). The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study. Interactive Journal of Medical Research, 11(2), e25886.

Jeong, I., Nakagawa, K., Osu, R., & Kanosue, K. (2022). Difference in gaze control ability between low and high skill players of a real-time strategy game in esports. PloS one, 17(3), e0265526.

Sabtan, B., Cao, S., & Paul, N. (2022). Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches. Entertainment Computing, 42, 100481.

Tjønndal, A. (Ed.). (2022). Social Issues in Esports. Taylor & Francis.

Black Jr, W. L. (2022). An Exploration of Varsity Esport College Athletes’ Social Experiences in Higher Education (Doctoral dissertation, University of Kansas).

Chen, Z., & Bu, X. (2022). A Grounded Theory Construction of the eSports Endogenous Drive Model. Journal of Environmental and Public Health, 2022.

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Hayday, E., Collison-Randall, H., & Kelly, S. (2022). Esports Insights. Routledge.

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Di Virgilio, F., Soliman, M., Anwar ul Haq, M., & Fantini, S. (2022). Analysing Users’ Engagement with eSports Team: Does Covid-19 Matter?. In HR Analytics and Digital HR Practices (pp. 243-271). Palgrave Macmillan, Singapore.

Felczak, M. (2022). Systemic issues with narratives of identity: Toxicity and esports media professionals. Convergence, 13548565221138761.

González-Moreno, S. E., Palma-Ruiz, J. M., & Caro-Lazos, L. E. (2022). Marketing Strategies for Esports. In Esports and the Media (pp. 52-68). Routledge.

Pusponugroho, H., Setyanto, A., & Hartanto, A. D. (2022, November). Predict the victory of the Freefire Esport Master League tournament using Naïve Bayes. In AIP Conference Proceedings (Vol. 2658, No. 1, p. 090004). AIP Publishing LLC.

Balakina, D., Serada, A., & Schott, G. (2022, November). From the Cradle to Battle: What Shapes the Careers of Female CS: GO Esports Players. In Proceedings of the 25th International Academic Mindtrek Conference (pp. 41-52).

Özsungur, F. (2022). eSports and eSocial Work. In Handbook of Research on Digital Violence and Discrimination Studies (pp. 1-20). IGI Global.

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

Swettenham, L., & Whitehead, A. (2022). Working in Esports: Developing Team Cohesion. Case Studies in Sport and Exercise Psychology, 6(1), 36-44.

Ringer, C., Nicolaou, M. A., & Walker, J. A. (2022). Autohighlight: Highlight detection in League of Legends esports broadcasts via crowd-sourced data. Machine Learning with Applications, 100338.

Xenopoulos, P., Freeman, W. R., & Silva, C. (2022, April). Analyzing the Differences between Professional and Amateur Esports through Win Probability. In Proceedings of the ACM Web Conference 2022 (pp. 3418-3427).

Zhang, S., Liu, W., Han, W., Xie, J., & Sun, M. (2022). Influence mechanism of tourists' impulsive behavior in E-sports tourism: Mediating role of arousal. Tourism Management Perspectives, 44, 101032.

Dinansyah, F., Tjokrodinata, C., & Bangun, C. R. A. (2022). The Role of Esports Organisations in Accessibility for Disability Players. Ultimacomm: Jurnal Ilmu Komunikasi, 14(1), 67-79.

Castellin, C. (2022). Esport bar in Finland: a feasibility study.

Walton, D. R. (2022). Is Esport a Good Fit? An Analysis of Sport Consumer Evaluations (Doctoral dissertation, The Ohio State University).

Hesketh, J. M. (2022). Learning Team-Based Esport Games: Success Factors in Learning from Spectating (Doctoral dissertation, University of York).

Białecki, A., Białecki, R., & Gajewski, J. (2022). Redefining Sports: Esports, Environments, Signals and Functions. International Journal of Electronics and Telecommunications, 68(3).

Klíma, O. (2022). Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports. American Journal of Cultural Sociology, 10(4), 570-595.

Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.

Kim, S. J. (2022). THE ESPORT POINTS OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT ORGANIZATIONS.

Bonnevie, E., Paczkowski, M. M., Barth, C., Janzen, T., Wartella, E., & Smyser, J. (2022). A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative. NEJM Catalyst…

ŞAHİN, A., KARAKAYA, Y. E., & ÖZKAL, M. C. (2022). The Sport of the Digital World: E-Sports. Anatolia Sport Research, 3(2), 1-8.

Ke, X., Wagner, C. (2022): "EVERYDAY GAMING INDUCES AMATEUR ESPORTS PARTICIPATION THROUGH COMMITMENT". ECIS 2022 Research Papers. 105.
https://aisel.aisnet.org/ecis2022_rp/105

Nufer, G., & Mariot, D. (2022). Branding in eSports: An Empirical Analysis of the Specifics of Public Relations Compared to Traditional Sports. IUP Journal of Brand Management, 19(2).

González, P. (2022). Prediction of mental strength from the satisfaction of basic needs in CABA and GBA esports players. Interacciones, e261-e261.

Hisatsune, K., Otsuki, T., Hagiwara, G., Isogai, H., & Yamakawa, T. (2022). Heart Rate Variability Indices May Change Accompanying Cognitive Skills Improvement in eSports Tasks. Journal of Digital Life, 2.

Stringfield, J. (2022). Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies.

Zyza, J. (2022). Esports Fans as Players and Their Motivations to Spectate Esports: Case of League of Legends.

Li, M., & Xiong, H. (2022). Virtual identities and women’s empowerment: the implication of the rise of female esports fans in China. Sport in Society, 1-23.

Tjønndal, A., Wågan, F. A., & Røsten, S. (2022). Social issues in esports: Current and emerging trends in research. Social Issues in Esports, 11-28.

Cardoso, A., & Almeida, V. (2022). The Virtual Meets the Real in Sports World: Is There a Circular Effect Between Traditional Sports and eSports Fan Identification?. Brazilian Business Review.

Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M. (2022). “Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports. Frontiers in Sports and Active Living, 4.

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

Polat, V., & Şenbiçer, Ş. (2022). Esports Business and Cyberbullying: Risks and Precautions. In Handbook of Research on Digital Citizenship and Management During Crises (pp. 94-115). IGI Global.

Machado, S., Sant’Ana, L. D. O., Travassos, B., & Monteiro, D. (2022). Anodal Transcranial Direct Current Stimulation Reduces Competitive Anxiety and Modulates Heart Rate Variability in an eSports Player. Clinical Practice and Epidemiology in Mental…

Gargallo Serrano, E. (2022). Traditional sports organizations’ expansion to eSports.

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.

Wong, J. A. (2022). APRU 2021 Competition-2nd Prize for Health and Wellness in Esports. International Journal of Esports, 2(2).

Trotter, M. G. (2022). Health and psychological factors associated with in-game rank, and positive youth development in esports (Doctoral dissertation, Queensland University of Technology).

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

Wolf, C., & Krämer, F. (2022). Women in Esports: A Qualitative Study on Shared Experiences of Women in the Esports Industry.

Bai, D., Chen, L., Wang, Y., & Guan, G. (2022). Esports Industry, Video Game Industry and Economic Growth: An Empirical Research in China. Video Game Industry and Economic Growth: An Empirical Research in China (April 3, 2022).

Wongkar, M., Kindangen, P., & Gunawan, E. (2022). EXPLORING IMPULSIVE BUYING OF ESPORT PLAYER AMONG SAM RATULANGI UNIVERSITY STUDENTS. Jurnal EMBA: Jurnal Riset Ekonomi, Manajemen, Bisnis dan Akuntansi, 10(4), 705-716.
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