Browse Items (1774 total)

Tweedie, J. W., Rosenthal, R. R., & Holden, J. T. (2022). Doping in esports. In Social Issues in Esports (pp. 101-114). Routledge.

Tags: ,

Tween, D., Patel, A., de Fays, M.-M. (2020). Mandatory Commissions in the Distribution of Esports: Lifting the Veil on Antitrust Issues. The Licensing Journal, 40, 10-12.

Tyrväinen, V. (2018). Influence of Esports Spectating on Customer Retention in Freemium Video Games. Master’s Thesis. Tampere University of Technology, Tampere.

Ücüncüoglu, M., & Cakir, V. O. (2017). Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma. İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.

Umehara, D. (2016). The Will to Keep Winning. Shogakukan Inc.

Unsworth, N., Redick, T. S., McMillan, B. D., Hambrick, D. Z., Kane, M. J., & Engle, R. W. (2015). Is Playing Video Games Related to Cognitive Abilities. Psychological Science, 26, 759-774.

Uszkoreit, L. (2018). With great power comes great responsibility: video game live streaming and its potential risks and benefits for female gamers. In Feminism in Play (pp. 163-181). Palgrave Macmillan, Cham.

Uttarapong, J., Cai, J., & Wohn, D. Y. (2021). Harassment Experiences of Women and LGBTQ Live Streamers and How They Handled Negativity. In ACM International Conference on Interactive Media Experiences (pp. 7-19).

V. Thiruchelvam and W. Bee Suan, "Recognizing Esports as a Sport from an Academic Perspective," 2022 IEEE International Conference on Distributed Computing and Electrical Circuits and Electronics (ICDCECE), Ballari, India, 2022, pp. 1-4, doi:…

Vahlo, J., & Karhulahti, V. M. (2022). Two Overwatch Player Profiles. In Modes of Esports Engagement in Overwatch (pp. 11-30). Palgrave Macmillan, Cham.

Välisalo, T., & Ruotsalainen, M. (2018). Overwatch: The Game, the eSports, and Transmedial User Practices. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Välisalo, T., & Ruotsalainen, M. (2022). Player Reception of Change and Stability in Character Mechanics. Modes of Esports Engagement in Overwatch, 67.

Välisalo, T., & Ruotsalainen, M. (2022). “Sexuality does not belong to the game”: Discourses in Overwatch Community and the Privilege of Belonging. Game Studies: the international journal of computer game research, 22(3).

Valladao, S. P., Middleton, J., & Andre, T. L. (2020). Esport: Fortnite Acutely Increases Heart Rate of Young Men. International Journal of Exercise Science, 13(6), 1217-1227.

Van Ditmarsch, J. (2013). Video Games as a Spectator Sport. How Electronic Sports Transforms Spectatorship. Master Thesis. Utrecht University.

Van Hilvoorde, I. (2016). Sport and Play in a Digital World. Sport, Ethics and Philosophy, 10(1), 1–4.

Van Hilvoorde, I., & Pot, N. (2016). Embodiment and Fundamental Motor Skills in eSports. Sports, Ethics and Philosophy, 10(1), 14-27.

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…

Vanaskie, M., Green, W., Kutelski, D., & Shapiro, D. (2018). Emerging Leaders of Gaming – Sports Betting Webinar: Opportunities Inside and Out of Nevada. Gaming Law Review, 22(1), 40-51.

Tags: ,

Vanegas, J. C., Ochoa, G. V., & Gutierrez, J. C. (2018). Scientometric Analysis of Research on eSports from 2007 to 2017. Contemporary Engineering Sciences, 11(70), 3463-3471.

Vansyngel, S., Velpry, A., & Besombes, N. (2018). French Esports Institutionalization. Proceedings of the 2nd GamiFIN Conference, Pori, Finland, 123-130.

Vari, J. (2022). Unequal agency: video games and girls’ access to public debate. Education et societes, 47(1), 133-149.

Vari, J. (2022). Une agentivité inégalitaire: jeux vidéo et accessibilité des filles à la parole publique. Education et societes, 47(1), 133-149.

Velichkovsky, B. B., Khromov, N., Korotin, A., Burnaev, E., & Somov, A. (2019). Visual Fixations Duration as an Indicator of Skill Level in eSports.

Chihuailaf, L., Concha, R., i Türk, Y. (2022). Sexism and misogyny in sports. Revista Catalana de Pedagogia, 21, 21-35.

Verchere, R. (2013). Du monde du sport au monde du jeu vidéo, La fabrique des mondes vidéoludiques − Game Studies ? à la française ! ENS Lyon, Lyon.

Verhoeff, G. (2019). Professionalization of eSports Broadcasts The Mediatization of DreamHack Counter-Strike Tournaments. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 97–113). Norderstedt: Books on Demand GmbH.

Verret, V. (2018). High School Esports: An Activity Book for Players and Coaches. CreateSpace Independent Publishing Platform.

Verret, V. (2018). My Video Game Training Journal (Ultra Edition): An Activity Book for Aspiring Professional Players! Createspace Independent Publishing Platform.

Versteeg, C. (2010). Easy to Learn, Hard to Master. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 63–66). Norderstedt: Books on Demand GmbH.

Vieira, V. A. (2020). When Following Digital Influencers on Social Media and Buying their Products Used Shapes Consumption. In CLAV 2020.

Villar, J. G., & Murillo, C. (2018). eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence from Sports Video Games. Barcelona GSE Working Paper: 1059

Vo, L. A. " Women in Esport: Exploring the overt and subtle barriers of women in Esports.

Völkel, L. (2021). Dynamic Capabilities in Professional eSports Teams. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 10-37). Norderstedt: Books on Demand.

von Au, C. (2018). Play. Das Leben als Pro Gamer. Carlsen.

Tags:

Voorhees, G., & Orlando, A. (2018). Performing Neoliberal Masculinity: Reconfiguring Hegemonic Masculinity in Professional Gaming. In Masculinities in Play. New York, NY: Palgrave Macmillan.

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).

Vukelic, N., & Jorgensen, T. J. (2018). The Wild West of eSports. What Motivates Individuals to Work in the Industry. Master’s Thesis. Copenhagen Business School.

Wagner, M. (2006). On the Scientific Relevance of eSport. In Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development. Las Vegas, Nevada: CSREA Press.

Wagner, M. (2007). Competing in Metagame Gamespace. Metapress.

Tags:

Wahab, A., Ahmad, N., & Schormans, J. (2020). Variation in QoE of passive gaming video streaming for different packet loss ratios. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) (pp. 1-4). IEEE.

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

Walzel, S., & Schubert, M. (2018). Perspektiven des Sportsponsorings. Springer Gabler: Berlin, Heidelberg.

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.

Wang, C., Chen, H., & Huang, P. (2020). Towards Cost Effective Server Population Estimation: A Case Study of Twitch. In Companion Proceedings of the Web Conference 2020 (pp. 38-39).

Wang, H., Yang, H.-T., & Sun, C.-T. (2015). Thinking Style and Team Competition Game Performance and Enjoyment. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 243-254.

Wang, M. (2018). Team Queue – A Mobile Application Which Provides a Third Party Stage for an E-Sports Service Provider. Master’s thesis. Rochester Institute of Technology, Rochester.

Tags: ,

Wang, W., & Fan, J. (2022). Topic mining of real-time discussions: what catches the attention of live-streaming esports viewers?. European Sport Management Quarterly, 1-22.

Wang, Y., Zheng, X., & Fan, T. (2022, August). Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media. In 2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI) (pp.…

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

Wang, Z., & Yoshinaga, N. (2021). From eSports Data to Game Commentary: Datasets, Models, and Evaluation Metrics. DEIM Forum 2021, H13-3.

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

Ward, M. R., & Harmon, A. D. (2019). ESport Superstars. Journal of Sports Economics, 20(8), 987-1013.

Wardaszko, M., Ćwil, M., Chojecki, P., & Dąbrowski, K. (2019). Analysis of Matchmaking Optimization Systems Potential in Mobile Esports. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Wardle, H. (2021). When Games and Gambling Collide: Modern Examples and Controversies. In Wardle, H., Games Without Frontiers? Socio-historical Perspectives at the Gaming/Gambling Intersection (pp. 35-77). Palgrave Macmillan.

Wardle, H., Petrovskaya, E., & Zendle, D. (2020). Defining the Esports Bettor: Evidence from an Online Panel Survey of Emerging Adults. International Gambling Studies, published online before print.

Warnholz, C. (2011). A Cinderella Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 76–79). Norderstedt: Books on Demand GmbH.

Warren, S. (2020). Good Vibes Friday: reflections on livestreaming during the COVID-19 lockdown. Dancecult: Journal of Electronic Dance Music Culture, 12(1).

Watson, M., Smith, D., Fenton, J., Pedraza-Ramirez, I., Laborde, S., & Cronin, C. (2022). Introducing esports coaching to sport coaching (not as sport coaching). Sports Coaching Review, 1-20.

Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspective on eSports. Public Health Reports, 135(3), 295-298.

Wearing, J. (2022). Online toxicity as violence in esports: a League of Legends case study (Doctoral dissertation, Macquarie University).

Webb, M. D. (2022). History and Effectiveness of Sponsorships in Esports. The Park Place Economist, 29(1), 9.

Webster, C. (2011). Rising to the Challenge. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 44–49). Norderstedt: Books on Demand GmbH.

Webster, S. (2015). Game On: How I Became a Nintendo World Championships Finalist.

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…

Weinreb, B. I. (2021). Esports and Harassment: Analyzing Player Protections in a Hostile Work Environment. California Western Law Review, 57(2), 473-504.

Weiss, T. (2008). Cultural Influences on Hedonic Adoption Behavior: Propositions Regarding the Adoption of Competitive Video and Computer Online Gaming. In Proceedings of the SIG-DIGIT Workshop 2008.

Weiss, T., & Schiele, S. (2013). Virtual Worlds in Competitive Contexts: Analyzing eSports Consumer Needs. Electronic Markets, 23(4), 307–316.

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.

Wendeborn, T., Schulke, H. J. & Schneider, A. (2018). eSport: Vom Präfix zum Thema für den organisierten Sport?! German Journal of Exercise and Sport Research, 48(3), 451-455.

Werdenich, G. (2010). PC Bang, E-Sport und der Zauber von StarCraft. vwh Verlag.

Werder, K. (2022). Esport. Business & Information Systems Engineering, 1-7.

West, C. A., Nix, J. V., & Hinerman, K. M. (2021). Game Changers: Business and Research Opportunities in K-12 eSports. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp.…

Whalen, S. J. (2013). Cyberathletes- Lived Experience of Video Game Tournaments. Doctoral Dissertation. University of Tennessee, Knoxville.

Widyaningsih, R., Budi, D. R., Listiandi, A. D., Wildan, Q., Rusdiyanto, R. M., Yudha, B. A. R., & Irawan, R. (2021). eSport and Philosophy Behind: A Literature Review. Annals of Tropical Medicine & Public Health, 24(S03): SP24348.

Williams, D. P., Tutka, P., Gawrysiak, J., Jenny, S. E. (2021). NCAA e-sports 20XX: an analysis of radical innovation adoption through firm collaboration. International Journal Sport Management and Marketing.

Williamson, M. (2022). Esport co-streaming and spectator motivations.

Willimczik, K. (2019). eSport zwischen “Sport” und “Nicht-Sport” – Wegweisung für eine sachliche Diskussion. DOSB

Willimczik, K. (2019). eSport „ist“ nicht Sport–eSport und Sport haben Bedeutungen. German Journal of Exercise and Sport Research, 78-90.

Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 525-540), Berlin: Springer.

Windolz, E. (2020). Governing Esports: Public Policy, Regulation and the Law. Sports Law eJournal, 1(1).

Winnan, C. D. (2016). An Entrepreneur's Guide to the Exploding World of eSports: Understanding the Commercial Significance of Counter-Strike, League of Legends and DotA 2. The Borderland Press.

Wirman, H., & Jones, R. (2022). Overwatch Fandom and the Range of Corporate Responses. In Modes of Esports Engagement in Overwatch (pp. 157-177). Palgrave Macmillan, Cham.

Witkowski, E. (2009). Probing the Sportiness of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 53-56), Norderstedt, Germany: Books on Demand GmbH.

Witkowski, E. (2012). On the Digital Playing Field: How We ‘Do Sport’ With Networked Computer Games. Games and Culture, 7, 349-374.

Witkowski, E. (2012). Inside the Huddle: The Sociology and Phenomenology of Team Play in Networked Computer Games Doctoral dissertation. IT University of Copenhagen, Denmark.

Witkowski, E. (2013). Eventful masculinities: Negotiations of Hegemonic Sporting Masculinities at LANs. In M. Consalvo, K. Mitgutsch, & A. Stein (Eds.) Sports Videogames. New York: Routledge.

Witkowski, E. (2014). Competition and Cooperation. in B. Perron and M. J. Wolf (Eds.), The Routledge Companion to Video Game Studies. New York: Routledge.

Witkowski, E. (2018). Sensuous Proximity in Research Methods with Expert Teams, Media Sports, and eSports Practices. MediaKultur: Journal of Media and Communication Research, 34(64), 31-51.

Witkowski, E. (2018). Doing/Undoing Gender with the Girl Gamer in High-Performance Play. Feminism in Play, 185-203.

Witkowski, E. (2022). Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development. Games and Culture, 15554120221084449.

Witkowski, E., & Manning, J. (2019). Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices. Convergence The International Journal of Research into New Media Technologies, 1–17.

Witkowski, E., Hutchins, B., & Carter, M. (2013). E-sports on the Rise?: Critical Considerations on the Growth and Erosion of Organized Digital Gaming Competitions. IE ’13 Proceedings of The 9th Australasian Conference on Interactive Entertainment:…

Witkowski, E., Midgley, G., Stein, Abe, Miller, G, & Diamond, J. (2021). Racing with the industry: an interview on motorsports, esports, livestreaming and the COVID-19 pandemic. Sport in Society

Tags:

Wodarczyk, S., & von Mammen, S. (2020). Emergent multiplayer games. In 2020 IEEE Conference on Games (CoG) (pp. 33-40). IEEE.

Woerlein, A. H. (2022). Die rechtliche Zukunft der Online-Sportwette.

Wohn, D. Y. (2019). Volunteer moderators in twitch micro communities: How they get involved, the roles they play, and the emotional labor they experience. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-13).

Wohn, D. Y., & Freeman, G. (2020). Audience management practices of live streamers on Twitch. In ACM International Conference on Interactive Media Experiences (pp. 106-116).

Wohn, D. Y., Freeman, G., & McLaughlin, C. (2018). Explaining viewers' emotional, instrumental, and financial support provision for live streamers. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13).

Wohn. D. Y., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture, 15(1). 73-88.
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2