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…
Wechsler, K., Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen. International Journal of…
Liu. S., Claypool, M., Kuwahara, A., Scovell, J., & Sherman, J. (2021). Comparing the Effects of Network Latency versus Local Latency on Competitive First Person Shooter Game Players. EHPHCI '21, May 8, 2021, Virtual Conference.
Borges, G., Sigiliano, D., & Costa, S. (2022). Comparative Study of the Transmedia Element in Esports: America, Europe, and Asia. In Esports and the Media (pp. 69-84). Routledge.
Kuznekoff, J. H. & Rose, L. M. (2013). Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues. New Media & Society, 15(4), 541-556.
Anshari, F., Evangelina, J., & Abbabil, S. U. (2022). Commodifiaction Of Workers On Esports Athletes In Digital Sports Industry. Jurnal Komunikasi, 14(2), 277-298.
Richard, G. T., Mckinley, Z., & Ashley, R. (2018). Collegiate eSports as Learning Ecologies: Investigating Collaborative Learning and Cognition During Competitions. Proceedings of DiGRA 2018
Gray, K. L. (2013). Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color in Xbox Live. Ada: A Journal of Gender, New Media, and Technology, 2.
Schirra, S., Holmes, D., & Rhee, A. (2018). Collecting observational data about online video use in the home using open-source broadcasting software. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online…
Gdowski, M. (2017). Cognitive Function Analysis in e-sport on Example of DotA 2 Game. Doctoral dissertation. Instytut Radioelektroniki i Technik Multimedialnych.
Cho, Y., Cohen, E. S., Freund, A. E., Yip, J., & Lee, J. H. (2022). Coaching in Esports: Promoting Well-Being and Performance. In Understanding Collegiate Esports (pp. 68-77). Routledge.
Cai, L., Huang, Z., Feng, Q., Chang, X., & Yan, K. (2022). Co-Transformation of Digital Health and eSport in Metaverse: Moderating Effects of Digital Personality on Mental Health in Multiplayer Online Battle Arena (MOBA). International Journal of…
Besombes, N., Bodenand, X., Louchart, S., Delestage, C.A., & Alvarez, J. (2017). Clubs de football et e-sport: analyse croisée des influences et des repositionnements économiques et techniques. Congrès de l’International Society of Sport Sciences in…
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.
Moeller, R. M., Esplin, B., & Conway, S. (2009). Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and the Discourse of Online Sports Gamers. Game Studies, 9(2).
Drankou, P., & Zykov, S. (2020). Chat-based approach applied to automatic livestream highlight generation. In International conference on intelligent decision technologies (pp. 437-447). Springer, Singapore.
Ford, C., Gardner, D., Horgan, L. E., Liu, C., Tsaasan, A. M., Nardi, B., & Rickman, J. (2017). Chat speed op pogchamp: Practices of coherence in massive twitch chat. In Proceedings of the 2017 CHI conference extended abstracts on human factors in…
Demers, M. (2015). Chasing Champions - An eSports Travelogue. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 39–50). Norderstedt: Books on Demand GmbH.
Jain, S., Niranjan, D., Lamba, H., Shah, N., & Kumaraguru, P. (2019). Characterizing and detecting livestreaming chatbots. In Proceedings of the 2019 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (pp. 683-690).
Rintämaki, J., Jane Hayday, E., & Loat, R. (2023). "Chapter 31: Corporate social (ir-)responsibility - CSR in esports: a strategic bridge to sport for development?". In Handbook of Sport and International Development. Cheltenham, UK: Edward Elgar…
Billings, A. C., & Hardin, M. (2022). Changing the Esport Debate: An Upstart Establishes Firm Footing in the Sports Arena. Communication & Sport, 10(2), 171-174.
Billings, A. C., & Hardin, M. (2022). Changing the Esport Debate: An Upstart Establishes Firm Footing in the Sports Arena. Communication & Sport, 10(2), 171-174.
Vosmeer, M., Ferri, G., Schouten, B., & Rank, S. (2016). Changing roles in gaming: Twitch and new gaming audiences. In Proceedings of 1st International Joint Conference of DiGRA and FDG, Dundee, Scotland, UK (pp. 1-2).
Fields, F. (2011). Changing Perspectives - An Owner's Journey through eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 38–43). Norderstedt: Books on Demand GmbH.
Chang, J., & Lee, D. (2022). Changes in user experience and satisfaction as media technology evolves: The reciprocal relationship between video games and video game-related media. Technological Forecasting and Social Change, 174, 121219.
Zhao, K., Lu, Y., Hu, Y., & Hong, Y. (2018). Change, we can believe in: Examining spillover effect of content switching on live streaming platform. In 39th International Conference on Information Systems, ICIS 2018. Association for Information…
Bentaleb, A., Akcay, M. N., Lim, M., Begen, A. C., & Zimmermann, R. (2021). Catching the moment with LoL+ in Twitch-like low-latency live streaming platforms. IEEE Transactions on Multimedia.
Canfield, B. (2017). Case Analysis: Gradually, Not Suddenly: Judge John C. Coughenour’s Crucial Role in the Legal Standing of Esports. Gaming Law Review-Economics Regulation Compliance and Policy, 21(8), 634-636.
Salo, M. (2017). Career Transitions of eSports Athletes: A Proposal for a Research Framework. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 22-32.
Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology, 11, 1-9.
Marcano Larez, B. (2012). Características sociológicas de videojugadores online y el e-sport. El caso de Call of Duty. Pedagogía Social. Revista Interuniversitaria, (19).
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.
Szot, M., Karpęcka-Gałka, E., Dróżdż, R., & Frączek, B. (2022, January). Can Nutrients and Dietary Supplements Potentially Improve Cognitive Performance Also in Esports?. In Healthcare (Vol. 10, No. 2, p. 186). MDPI.
Candela, J., & Jakee, K. (2018). Can ESports Unseat the Sports Industry? Some Preliminary Evidence from the United States. Choregia: Sport Management Journal, 14(2), 55-71.
Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.
Ke, X., Wagner, C., & Du, H. S. (2022). Calling for information systems research on esports: An overview study. Communications of the Association for Information Systems, 50(1), 10.
Carvalho, J. P. B. C. (2015). Business Models in Professional Electronic Sports Teams. Master Thesis. Universidade do Minho, Escola de Economia e Gestão.
Lantano, F., Petruzzelli, A. M., & Panniello, U. (2022). Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation. Technological Forecasting and Social Change, 174, 121210.
Savage, N., & O’Reilly, N. (2021). Burgeoning Growth of eCycling as an eSport. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 86-103). IGI Global.
Berndt, A., Helmefalk, M., & McCauley, B. (2022). Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’. In 5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022..
DiFrancisco-Donoghue, J., Jenny, S. E., Douris, P. C., Ahmad, S., Yuen, K., Hassan, T., Gan, H., Abraham, K., & Sousa, A. (2021). Breaking up prolonged sitting with a 6min walk improves executive function in women and men esports players: a…
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).
Amor, J. S. C., Pérez-Campos, C., & Molina-García, N. (2020). Brand Image in Esports Events. Differences between Players and Non-Players. Journal of sport economics & management, 10(2), 102-113.
Mühlbacher, H., Bertschy, M., & Desbordes, M. (2022). Brand identity dynamics–reinforcement or destabilisation of a sport brand identity through the introduction of esports?. Journal of Strategic Marketing, 30(4), 421-442.
Bonkalo, T., Makeeva, V., Tsygankova, M., Rybakova, A., Aralova, E., & Plekhanova, E. (2022). Public attitudes to esports development based on the survey of university students and sports psychologists. Revista Conrado, 18(87), 346-351.
Irwin, S. V., & Naweed, A. (2018). BM’ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports. Games and Culture, 15(4), 411-433.
Rhoden, G., Nelson, H., Valladao, S., & Andre, T. (2021). Blood Glucose Levels in Response to 1 Hour of eSports Training: A Pilot Study. International Journal of Esports, Published online 05 April 2021.
Qian, T. Y., Zhang, J. J., Wang, J. J., & Hulland, J. (2020). Beyond the Game: Dimensions of Esports Online Spectator Demand. Communication & Sport, 8(6), 825-851.
Qian, T. Y., Zhang, J. J., Wang, J. J., & Hulland, J. (2019). Beyond the Game: Dimensions of Esports Online Spectator Demand. Communication & Sport, 1-27
Chung, J. J. Y., Shin, H. V., Xia, H., Wei, L. Y., & Kazi, R. H. (2021). Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live Streaming. In Proceedings of the 2021 CHI Conference on Human Factors in…
Zendle, D. (2020). Beyond Loot Boxes: A Variety of Gambling-Like Practices in Video Games are Linked to Both Problem Gambling and Disordered Gaming. PeerJ, 8. 1-26.
Pirker, J., Steinmaurer, A., & Karakas, A. (2021). Beyond Gaming: The Potential of Twitch for Online Learning and Teaching. In Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V. 1 (pp. 74-80).
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).
Toth, A. J., Conroy, E., & Campbell, M. J. (2021). Beyond action video games: Differences in gameplay and ability preferences among gaming genres. Entertainment Computing, 38, 100408.
Schlotthauer, P. (2020). Besonderheiten bei der Gestaltung des eSport-Sponsoringvertrags. Nomos. (The Specifics of Drafting an Esports Sponsorship Agreement).
Bo, L., Fa, H., & Yi, Y. (2010). Beijing E-Sports Industry Development Based on SWOT Analysis. In Proceeding of International Innovation Design and Management Forum, 105-109.
Demers, M. (2015). Behind the Voice: The Craft of the eSports Commentator. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 81–88). Norderstedt: Books on Demand GmbH.
Deng, J., Cuadrado, F., Tyson, G., & Uhlig, S. (2015). Behind the game: Exploring the twitch streaming platform. In 2015 International Workshop on Network and Systems Support for Games (NetGames) (pp. 1-6). IEEE.
Kriglstein, S., Wallner, G., Charleer, S., Gerling, K., Mirza-Babei, P., Schirra, S., & Tscheligi, M. (2020). Be Part Of It: Spectator Experience in Gaming and Esports. CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in…
Clark, N., Macdonald, B., & Kloo, I. (2020). Bayesian adjusted plus-minus analysis for the esport Dota 2. Journal of Quantitative Analysis in Sports 16(4), 325-341.
Andrews, S. K., & Crawford, C. M. (2021). Barriers, Issues, and Similarities Among Women in eSports and Similar Mixed Gender Sports: Ascertaining Common Ground. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities…
Stephens, C., & Exton, C. (2020). Balancing Intransitive Relationships in MOBA Games Using Deep Reinforcement Learning. International Conferences Interfaces and Human Computer Interaction.
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.
Lee, B., Nancel, M., Kim, S., & Oulasvirta, A. (2020). AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing…
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.