Browse Items (1774 total)

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.

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…

Bonner, J., & Woodward, C. (2012). On Domain-specific Decision Support Systems for E-sports Strategy Games. Proceedings of the 24th Australian Computer-Human Interaction Conference, 42-51.

Bonnar, D., Lee, S., Roane, B. M., Blum, D. J., Kahn, M., Jang, E., Dunican, I.C., Gradisar, M. & Suh, S. (2022). Evaluation of a Brief Sleep Intervention Designed to Improve the Sleep, Mood, and Cognitive Performance of Esports Athletes.…

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.

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.

Bonilla, I. (2022), Chamarro, A., & Ventura, C. Habilidades psicológicas en los esports: Estudio cualitativo en jugadores individuales y de equipo.

Boluk, S., & LeMieux, P. (2021). Golden Ticket - Money Games at the Dota 2 International Championship in China. ROMchip, 3(1).

Boluk, S., & Lemieux, P. (2017). Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Video Games. Minneapolis: University of Minnesota Press.

Boguslavskaya, V., Budnik, E., Azizulova, A., & Sharakhina, L. V. (2018). Cybersport Community: Social Structures Transformation as a Basis for Intercultural Dialogue. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial…

Boes, K. (2010). A Russian in the Desert Country. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 91–92). Norderstedt: Books on Demand GmbH.

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.

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Blom, J. (2022) The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Enforces Authorial Intention in Overwatch. Modes of Esports Engagement in Overwatch, 49.

Block, S., & Haack, F. (2021). eSports: A New Industry. SHS Web of Conferences, 92.

Block, F., Hodge, V., Hobson, S., Sephton, N., Devlin, S., Ursu, M. F., … Cowling, P. I. (2018). Narrative Bytes: Data-driven Content Production in Esports (pp. 29-41). In TVX 2018 – Proceedings of the 2018 ACM International Conference on Interactive…

Blamey, C. (2022). One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums. In Modes of Esports Engagement in Overwatch (pp. 31-47). Palgrave Macmillan, Cham.

Blackburn, J., & Kwak, H. (2014, April). Stfu Noob! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games. In Proceedings of the 23rd International Conference on World Wide Web (pp. 877-888). ACM.

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Black, W. L., & Gray, K. L. (2022). Using Esports to Amplify Historically Black Colleges and Universities: Shifting the Narrative. In Understanding Collegiate Esports (pp. 21-32). Routledge.

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

Bisht, A., Sharma, H. K., & Choudhury, T. (2022). Effect of esports Among Students in COVID Era. In Micro-Electronics and Telecommunication Engineering (pp. 517-524). Springer, Singapore.

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.

Birant, K. U., & Birant, D. (2022). Multi-Objective Multi-Instance Learning: A New Approach to Machine Learning for eSports. Entropy, 25(1), 28.

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

Bingham, C. M. (2020). Talking about Twitch: Dropped Frames and a normative theory of new media production. Convergence, 26(2), 269-286.

Billings, A., & Mikkilineni, S. D. (2022). The Next Best Thing: How Media Dependency and Uses and Gratifications Inform Esport Fandom During the COVID-19 Pandemic. American Behavioral Scientist, 00027642221118277.

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.

Bilal, K., Erbad, A., & Hefeeda, M. (2018). QoE-aware distributed cloud-based live streaming of multisourced multiview videos. Journal of Network and Computer Applications, 120, 130-144.

Bidwell, S. (2010). Fnatic's 2009: A Photo Collage Kind of Thing. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 59–62). Norderstedt: Books on Demand GmbH.

Bickmann, P., Wechsler, K. Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2020). Gaze Behavior of Professional and Non-Professional eSports Players in FIFA 19. International Journal of Gaming and Computer-Mediated Simulations, 12(3), 1-17.

Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Reaction Time Between eSports Players of Different Genres and Sportsmen. International Journal of eSports Research, 1(1), 1-15.

Białecki, Andrzej & Xenopoulos, Peter & Dobrowolski, Pawel & Białecki, Robert & Gajewski, Jan. (2024). ESPORT: Electronic Sports Professionals Observations and Reflections on Training. Physical Culture and Sport Studies and Research.…

Białecki, A., Jakubowska, N., Dobrowolski, P., Białecki, P., Krupiński, L., Szczap, A., ... & Gajewski, J. (2022). SC2EGSet: StarCraft II Esport Replay and Game-state Dataset. arXiv preprint arXiv:2207.03428.

Białecki, A., Gajewski, J., Białecki, P., Phatak, A., & Memmert. (2020). Determinants of Victory in Esports - StarCraft II. Zenodo

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

Beyer, M. (2010). The Big Bang Reality. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 43–45). Norderstedt: Books on Demand GmbH.

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…

Besombes, N., & Vansyngel, S. (2017). L’émiettement institutionnel de l’e-sport en France : une reconnaissance des pouvoirs publics malgré le désengagement du ministère des Sports. Biennale de l’Association Française de Sociologie (AFS), Sport et…

Besombes, N., & Jenny, S. E. (2022). The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France. Jönköping University.

Besombes, N. & Jenny, S. E. (2023). Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade. Palgrave Macmillan.

Besombes, N. (2018). The World of Esports – What You Need to Know. Sport Intern, 50, 3-5.

Besombes, N. (2018). Sport et e-sport. Une comparaison récurrente à déconstruire. Jurisport, 185, 19-23.

Besombes, N. (2018). Exécution et mindgame dans les jeux vidéo de combat. Les deux facettes de la vidéomotricité dans l’e-sport. Movement & Sports Sciences/Sciences et Motricité, 99, 19-34.

Besombes, N. (2016). Sport électronique, agressivité motrice et sociabilités (Doctoral dissertation, Université Paris Descartes, Sorbonne Paris Cité).

Besombes, N. (2016). Les jeux vidéo compétitifs au prisme des jeux sportifs : du sport au sport électronique. Sciences du jeu, (5).

Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

Bertschy, M., Mühlbacher, H., & Desbordes, M. (2019). Esports Extension Of A Football Brand: Stakeholder Co-creation in Action? European Sport Management Quarterly, 20(1), 47-68.

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..

Berard, A., & Daigremont, C. (2016). Analyse des dynamiques organisationnelles à travers LoL. Master Thesis. EM Lyon.

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.

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).

Benitah, S., & Gardon, L. (2017). L’esport peut-il devenir le sport 2.0 ? Mémoire de Master.

Bell, D. L. (2022). Esports Curricula in US Post-Secondary Institutions: A Case Study.

Behnke, M., Stefanczyk, M. M., Żurek, G., & Sorokowski, P. (2022). Esports Players Are Less Extroverted and Conscientious than Athletes. Cyberpsychology, Behavior, and Social Networking.

Behnke, M., Kosakowski, M., & Kaczmarek, L. D. (2020). Social challenge and threat predict performance and cardiovascular responses during competitive video gaming. Psychology of Sport and Exercise 46. Published online.

Behnke, M., Kosakowski, M., & Kaczmarek, L. D. (2020). Social Challenge and Threat Predict Performance and Cardiovascular Responses During Competitive Video Gaming. Psychology of Sport and Exercise, 46, 101584.

Behnke, M., Gross, J. J., & Kaczmarek, L. D. (2020). The role of emotions in esports performance. Emotion. Published online.

Behnke, M., Gross, J. J., & Kaczmarek, L. D. (2020). The Role of Emotions in Esports Performance. Emotion.

Behnke, M., Chwiłkowska, P., & Kaczmarek, L. D. (2021) What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? Entertainment Computing 37. Published online.

Behnke, M., Chwiłkowska, P., & Kaczmarek, L. D. (2020). What Makes Male Gamers Angry, Sad, Amused, and Enthusiastic while Playing Violent Video Games?. Entertainment Computing, 100397.

Beek, R. M., Verschueren, J. F., & Derom, I. (2021). Soccer Esports in Europe: Brands, Partnerships, and Business Opportunities in Professional Football. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into…

Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2018). Player Performance Evaluation in Team-Based First-Person Shooter eSport. Communications in Computer and Information Science, 814, 154-175

Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2017). Data Preprocessing of eSport Game Records: Counter-Strike: Global Offensive. In DATA 2017 – Proceedings of the 6th International Conference on Data Science, Technology and Applications (pp.…

Becka, L., Antón, M., & Barrios, D. E. (2021). The Role of Esports Events in the Tourism Industry: The Cases of Spain and Argentina. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of…

Becka, L. (2019). Eventos de deportes electrónicos: Estudio de sus particularidades desde una perspectiva turística. Degree Thesis. Universidad Nacional de La Plata.

Bayliss, H. (2016). Not Just a Game: The Employment Status and Collective Bargaining Rights of Professional ESports Players. Washington and Lee Journal of Civil Rights ans Social Justice, 22(2), 359-409.

Bayer, I., & Zouzias, A. (2020). Team voyTECH: User Activity Modeling with Boosting Trees. arXiv preprint arXiv:2007.01620.

Bascón-Seda, A., Rodríguez-Sánchez, A. R. (2020). Esports y ciencia: sintonizando con el fenómeno de los deportes electrónicos. Cultura, Ciencia y Deporte, 15(45), 341-352.

Bart, W. M. (2021). What Competitive Chess Can Learn From eSports: Present and Future Prospects. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 67-85). IGI Global.

Barnabe, F. (2014). Le speedrun: pratique compétitive, ludique ou créative? Trajectoire d’un détournement de jeu vidéo institué en nouveau game. Culture Numérique.

Barie, V. (2017). "Reverse-Gamification" Analysis of the Crowding-Out Effects in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 52–70). Norderstedt: Books on Demand GmbH.

Barbieri, F., Espinosa-Anke, L., Ballesteros, M., & Saggion, H. (2017). Towards the understanding of gaming audiences by modeling twitch emotes. In Third Workshop on Noisy User-generated Text (W-NUT 2017); 2017 Sep 7; Copenhagen, Denmark. Stroudsburg…

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.

Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2018). The Psychology of Esports: A Systematic Literature Review. Journal of Gambling Studies, 35, 351-365.

Bányai, F., Griffiths, M. D., Demetrovics, Z., & Király, O. (2019). The Mediating Effect of Motivations Between Psychiatric Distress and Gaming Disorder Among eSport Gamers and Recreational Gamers. Comprehensive Psychatry, 94, 1-8.

Banks, C. (2016). eSports Revolution: How Professional Gamers and Passionate Fans Set the Stage for a New Billion-Dollar Industry. Kindle Edition.

Bankova, K., & Nablsi, A. (2022). " Old-School" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective.

Baltzar, P., Hassan, L., Turunen, M. (2023). “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities in Journal of Electronic Gaming and Esports.

Baltezarević, R., & Baltezarević, B. (2018). The impact of video games on the formation of eSports. Physical Education and Sport, 16(1), 137-147.

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).

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).

Bagger von Grafenstein, T. (2018). eSport: Welche Vor- und Nachteile bringt eine rechtliche Qualifizierung mit sich? Folgen einer Aufnahme im DOSB. MultiMedia und Recht, 2/2018, 20-24.

Baek, W., Park, A., Kim, J., & Jung, K. (2007). e-Sports Live: e-Sports Relay Broadcasting on Demand. In M. J. Smith & G. Salvendy (Eds.), Human Interface and the Management of Information. Interacting in Information Environments. Human Inferace…

Bacic, B., Meng, Q., & Chan, K. Y. (2017). Privacy Preservation for eSports: A Case Study Towards Augmented Video Golf Coaching System. 2017 10th International Conference on Developments in eSystems Engineering (DeSE) (pp. 169-174). Paris.

Bach, D. (2023). Urheber- und kartellrechtliche Grenzen für Publisher im E-Sport. Springer Wiesbaden.

Azevedo, R. C. (2022). Key factors for eSports games success (Doctoral dissertation).

Ayar, H. (2018). Development of e-Sport in Turkey and in the World. International Journal of Science Culture and Sport, 6(1), 95-102.

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Avgeropoulos, I. (2022). Promotion of Esports University.

Avallone, A. (2010). Stermy's Life Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 103–110). Norderstedt: Books on Demand GmbH.

Atalay, A., & Topuz, A. C. (2018). What Is Being Played in the World? Mobile eSport Applications. Universal Journal of Educational Research, 6(6), 1243-1251.

Atagün, E., Korkmaz, M., Tı̇muçı̇n, T., & Yücedağ, İ. (2018). Fuzzy Logic Based Decision Support System for Broadcaster on Twitch. In Proceedings of the International Technological Sciences And Design Symposium (pp. 27-29).

Assuncao, C. (2018). Sportification of Professional Gaming: A Study on Gender and Technology. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Leagues, University of Jyväskylä, Finland.

Ask, K., Spilker, H. S., & Hansen, M. (2019). The politics of user-platform relationships: Co-scripting live-streaming on Twitch.tv. First Monday, 24(7).

Ash, J. (2012). Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames. Environment and Planning A44 (1), 187–203.

Arnusch, F. (2015). Sportübertragung 2.0: das Publikum von eSport-Streams im deutschsprachigen Raum (Magisterarbeit). Universität Wien, Wien.

Arnett, L., Netzorg, R., Chaintreau, A., & Wu, E. (2019). Cross-platform Interactions and Popularity in the Live-streaming Community. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Arnaud, J.-C. (2010). eSport - A New Word. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 9–10). Norderstedt: Books on Demand GmbH.

Armstrong, K. (2021). Interactivity, Ethical Behaviors, And Transmediation in eSports: An Analysis of Pokémon Through Uses and Gratifications Theory. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 84-107). Norderstedt: Books on…

Arkaan, D., & Kosasih, K. (2022). PENGARUH FENOMENA REAL MONEY TRADE TERHADAP KEPUTUSAN PEMBELIAN DAN IMPLIKASINYA TERHADAP KEPUASAN PELANGGAN VIRTUAL ITEM COUNTER-STRIKE: GLOBAL OFFENSIVE TAHUN 2021. Eqien-Jurnal Ekonomi dan Bisnis, 9(1), 371-377.
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