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.
Hilgert, F., & Eickhoff, V. (2018). Jugenschutz im eSport: Rechtsfragen und Regelungen für minderjährige Spieler und Zuschauer bei eSport-Veranstaltungen. Multimedia und Recht, 16-19.
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.
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.
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.
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.
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.
Comerford, S. (2012). Note: International Intellectual Property Rights and the Future of Global ‘e-sports’. Brooklyn Journal of International Law, 37, 623-648.
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).
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).
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
Chambers, T. (2020). Alcohol Sponsoring and Esports: Reinforcing the Need for Legislative Restrictions on Alcohol Sponsorship. Alcohol and Alcoholism, 1-3.
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…
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. (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.
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.
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.
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.
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.
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).
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-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.
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.
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). 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.