Browse Items (1774 total)

Hinnant, N. (2013). Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of e-Sports. Master’s thesis. Georgia State University, Atlanta, GA.

Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An Exploration of Mental Skills Among Competitive League of Legend Players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1–21.

Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.

Hiltscher, J., & Scholz, T. M. (2019). eSports Yearbook 2017/18. Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2017). eSports Yearbook 2015/16. Norderstedt: Books on Demand GmbH.

Hilgert, F., & Eickhoff, V. (2018). Jugenschutz im eSport: Rechtsfragen und Regelungen für minderjährige Spieler und Zuschauer bei eSport-Veranstaltungen. Multimedia und Recht, 16-19.

Higgins, M. G. (2020). Esports. Saddleback Educational Publishing.

Hewitt, E. (2014). Will eSports Ever Become Widely Accepted as Official Sports and How will they Affect the Way we Entertain Ourselves if They do? Computers for Everyone, 81-83.

Hentsch, C.-H. (2018). Die Urheberrechte der Publisher bei eSport: vertragliche Ausgestaltung der Rechteeinräumung bei Computerspielen. Multimedia und Recht, 3-6.

Hemphill, D. (2015). Cybersport. In C. Torres (Ed.), The Bloomsbury Companion to the Philosophy of Sport (pp. 346–348). Sydney, Australia: Bloomsbury.

Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195–207.

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

Heere, B. (2018). Embracing the Sportification of Society: Defining e-Sports Through a Polymorphic View on Sport. Sport Management Review, 21(1), 21-24.

Hebbel-Seeger, A., & Siemers, L. (2018). eSport im Profi-Fußball der DFL: zu Erwartungen, Zielen und Markeneinfluss. Sciamus – Sport und Management, 2/2018, 42-58.

Hebbel-Seeger, A. (2012). The Relationship Between Real Sports and Digital Adaptation in e-Sport Gaming. International Journal of Sports Marketing and Sponsorship, 13(2), 43 – 54.

Harttung, J. (2015). The Issue of “Deep Control” in Professional E-Sports – A Critical Analysis of Intellectual Property Structures in Electronic Gaming. Master’s Thesis. University of Toronto, Toronto.

Harry, D. (2012). Designing Complementary Communication Systems. Doctoral Dissertation. MIT Media Lab, Cambridge, MA.

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

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

Hardenstein, T. (2017). Skins in the Game: Counter-Strike, Esports, and the Shady World of Online Gambling. Unpublished Manuscript.

Hamilton, W., Kerne, A., & Robbins, T. (2012). High-Performance Pen + Touch Modality Interactions: A Real-Time Strategy Game eSports Context. Paper presented at UIST’12, Cambridge, MA.

Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.

Hamilton, J. (2019). The Rise of Esports. ITNOW, 61(3), 28-29.

Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.

Hallmann, K., & Giel, T. (2018). eSports – Competitive Sports or Recreational Activity? Sports Management Review, 21(1), 14-20.

Curley, A. J., Nausha, M., Slocum, J., & Lombardi, D. (2016). What Motivates Esports Fans? A Data-Driven Approach to Business and Development Strategy. Working Paper

Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.

Cullen, A. L. L. (2018). ‘I play to win!’: Geguri as a (Post)Feminist Icon in eSports. Feminist Media Studies, 18(5), 948-952.

Crawford, G., & Gosling, V. K. (2009). More Than a Game: Sports-themed Video Games and Player Narratives. Sociology of Sport Journal, 26, 50–66.

Crawford, G. (2005). Digital Gaming, Sport, and Gender. Leisure Studies, 24(3), 259–270.

Cottrell, C., McMillen, N., & Harris, B. S. (2018). Sport Psychology in a Virtual World: Considerations for Practicioners Working in eSports. Journal of Sport Psychology in Action.

Cornière, C. (2018). Étude exploratoire de l’activité décisionnelle individuelle et collective d’une équipe experte de League of Legends en séquence de regroupement. Master Thesis. Université de Bretagne.

Conway, S. (2016). An Earthless World: the Contemporary Enframing of Sport in Digital Games. Sport, Ethics and Philosophy, 10(1), 83-96.

Conway, S. (2010). It’s in the Game’ and Above the Game. Convergence, 16(3), 334- 354.

Consalvo, M. (2007). Cheating. Gaining Advantage in Videogames. Cambridge, MA: MIT Press.

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Comerford, S. (2012). Note: International Intellectual Property Rights and the Future of Global ‘e-sports’. Brooklyn Journal of International Law, 37, 623-648.

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

Christophers, J., & Scholz, T. M. (2015). eSports Yearbook 2013/14. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2012). eSports Yearbook 2011/12. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2011). eSports Yearbook 2010. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2010). eSports Yearbook 2009. Norderstedt: Books on Demand GmbH.

Choi, C., Hums, M., & Bum, C. H. (2018). Impact of the Family Environment on Juvenile Mental Health: eSports Online Game Addiction and Delinquency. International Journal of Environmental Research and Public Health, 15(12), 2850.

Choi, C. et al. (2017). A new Approach Via Level of Addiction in eSports: Investigating Participation Motives from a Marketing Perspective. 2017 Sport Marketing Association Conference (SMA XV).

Choi, E.-Y. (2013). Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea. Retrieved from

Cheung, G., & Huang, J. (2011). StarCraft from the Stands: Understanding the Game Spectator. In CHI ’11 Proceedings of the 2011 annual conference on Human factors in computing systems, ACM, 763-772.

Cheong, H. Y., Choo, W. L., Lim, C. W., & Tin, T. (2017). Video Games and Its Economy Impact in Southeast Asia Country. International Journal of Advanced Scientific Research and Management, 2(1).

Chen Christensen, N. (2006). Geeks at Play: Doing Masculinity in an Online Gaming Site. Reconstruction, 6.1 (Winter).

Chee, F., & Smith, R. K. (2005). Online Gamers and the Ambiguity of Community: Korean Definitions of Togetherness for a New Generation. Internet Research Annual, 4. New York: Peter Lang.

Charleer, S., Gerling, K. ... Verbert, K. (2018). Real-Time Dashboards to Support eSports Spectating. CHI PLAY ’18 Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, 59–71

Chao, L. L. (2017). You Must Construct Additional Pylons. Building a Better Framework for Esports Governance. Fordham Law Review, 86(2), 737-765.

Chanson, R. (2017). Le guide de l’esport . Hors Collection, 174-183.

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Chan, D. (2012). Locating Play. In J. E. Lent & L. Fitzsimmons (Eds.), Asian Popular Culture (pp. 17-34). Lanham, MD: Lexington.

Chambers, T. (2020). Alcohol Sponsoring and Esports: Reinforcing the Need for Legislative Restrictions on Alcohol Sponsorship. Alcohol and Alcoholism, 1-3.

Chalmet, X. (2017). Sponsorship within Esports: Examining the Sponsorship Relationship Quality Constructs. Masters Thesis. University of Gothenberg.

Cavadenti, O., Codocedo, V., Boulicaut, J. F., & Kaytoue, M. (2015). When Cyberathletes Conceal Their Game: Clustering Confusion Matrices to Identify Avatar Aliases. In Proceedings of the 2015 IEEE International Conference on Data Science and…

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Carvalho, J. P. B. C. (2015). Business Models in Professional Electronic Sports Teams. Master Thesis. Universidade do Minho, Escola de Economia e Gestão.

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

Carter, M., & Gibbs, M. (2013). eSports in EVE Online: Skullduggery, Fair Play and Acceptability in an Unbounded Competition. Foundations of Digital Games Conference, 14-17 May, Chania, Greece.

Carrillo-Vera, J. A., Aguado-Terrón, J. M., & Gómez-García, S. (2018). Following the Trail of eSports: The Multidisciplinary Boom of Research on the Competitive Practice of Video Games. International Journal of Gaming and Computer-Mediated…

Carrillo-Vera, J. A., & Aguado-Terrón, J. M. (2016). Formas publicitarias adaptadas al nuevo escenario de los e-sports. In Libro de Actas del I Congreso Iberoamericano de Investigadores en Publicidad (126).

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.

Carrillo-Vera, J. A. (2016). From Players to Viewers: the Construction of the Media Spectacle in the E-sports Context. Juego digital II: Anàlisi. Quaderns de Comunicació i Cultura, 55, 1-16.

Carrillo-Vera, J. A. (2015). La dimensión social de los videojuegos ‘online’ de las comunidades de jugadores a los ‘e-sports’. Index. comunicación, 5(1), 39-51.

Carlsson, C., & Pelling, A. (2015). Designing Spectator Interfaces for Competitive Video Games. Master’s thesis. Chalmers University of Technology, Gothenburg.

Carbonie, A., Guo, Z., & Cahalane, M. (2018). Positive Personal Development through eSports. PACIS 2018 Proceedings. 125.

Canossa, A., Witkowski, E., & Ozkaynak, D. (2015). Over-Lenient and Over-Aggressive Behaviors: Gender Play in League of Legends. Working Paper

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

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.

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.

Campbell, M., Toth, A., Moran, A., Kowal, M., & Exton, C. (2018). Esports: A New Window on Neurocognitive Expertise? Progress in Brain Research, 240, 161–174.

Grutzik, P., Higgins, J., & Tran, L. (2017). Predicting Outcomes of Professional DotA 2 Matches. Working Paper

Grubic, D., Smith-Ditizio, A. A., & Smith, A. D. (2017). ESports: A New Era of Spectator Games. Working Paper

Groen, M. (2018). Habitus in Cyberspace: Gendered Dynamics in e-Sports Culture. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Groen, M. (2016). (Un)Doing Gender? Female Tournaments in the E-Sports Scene. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), 2537.

Groen, M. (2013). Exclusion and Inclusion of Women in E-sport and the Example of StarCraft: Wings of Liberty. In K. Mitgutsch, S. Huber, J. Wimmer, M. Wagner & H. Rosenstingl (Eds.), Context Matters (pp. 235–240). Vienna: New Academic Press.

Griffiths, R. P., Eastin, M. S., & Cicchirillo, V. (2016). Competitive Video Game Play: An Investigation of Identification and Competition. Communication Research, 43(4), 468-486.

Griffiths, M. D. (2017). The Psychosocial Impact of Professional Gambling, Professional Video Gaming & eSports. Casino & Gaming International, 28, 59-63.

Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the Stereotype: the Case of Online Gaming. CyberPsychology & Behavior, 6, 81–91.

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

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Gray, K. L. (2017). They’re Just Too Urban’: Black Gamers Streaming on Twitch. Digital Sociologies, 1, 355-368.

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.

Granados, S. (2016). Introduction à l’Esport. The next big thing. E-Book at Amazon.

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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.

Gibbs, M., Carter, M., & Witkowski, E. (2017). Understanding Esports Spectatorship: Players, Fans, Recruits. In Selected Papers of #AoIR2017: The 18th Annual Conference of the Association of Internet Researchers Tartu, Estonia.

Gerber, H. R. (2017). Esports and Streaming: Twitch Literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345.

Georgen, C., Duncan, S. C., & Cook, L. (2015). From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream. In CSCL 2015 Proceedings (pp. 581–585).

Geiler, A. (2016) eSports: Auf dem Weg zum Massenphänomen. Zeitschrift für Herz-, Thorax-, und Gefäßchirurgie, 30(3), 213-216.

Gdowski, M. (2017). Cognitive Function Analysis in e-sport on Example of DotA 2 Game. Doctoral dissertation. Instytut Radioelektroniki i Technik Multimedialnych.

Gawrysiak, J., Burton, R., Jenny, S., & Williams, D. (2020). Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review. Physical Culture and Sport. Studies and Research, 86, 1-14

Garcia-Lanzo, S., & Chamarro, A. (2018). Basic Psychological Needs, Passion and Motivations in Amateur and Semi-professional eSports Players. Aloma, 36(2), 59-68.

Garcia-Bardidia, R., & Nau, J. P. (2017). L’institutionnalisation du e-sport. In Rabu, G. & Reverchon-Billot, M. (Eds.), Les enjeux juridiques de l’e-sport. Presses Universitaires d’Aix-Marseille.

García, J., & Murillo, C. (2020). Sports Video Games Participation: What Can we Learn for Esports? Sport, Business and Management, 10(2), 169-185.

Gao, G., Min, A. & Shih, P. C. (2017). Gendered Design Bias: Gender Differences of In-game Character Choice and Playing Style in League of Legends. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 307-317), ACM.

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

Gandolfi, E. (2016). To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers, Plays and Audiences. Journal of Gaming & Virtual Worlds, 8(1), 63-82.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Intensity and Gambling Harms: Exploring Breadth of Gambling Involvement Among Esports Bettors. Gaming Review, 21(8), 610-615.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of Demographic Profiles, Consumption Behaviours, and Gambling Site Selection Criteria of eSports and Sports Bettors. Gaming Law Review, 21(8), 575–587.

Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport Management: Embracing eSport Education and Research Opportunities. Sport Management Review, 21(1), 7-13.

Friman, U. (2018). Why Do Finnish Women Not Participate in eSports? In Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, Finland, University of Jyväskylä.

Frey, D., & Pommer, J. (2018). Herausforderungen für die weitere Entwicklung des eSport: Überlegungen aus der Perspektive des Veranstalters. MultiMedia und Recht, 7-11.
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