Browse Items (1774 total)

Frey, D. (2018). eSports: Rechtsfragen eines komplexen Ökosystems im Überblick. SpuRT: Zeitschrift für Sport und Recht, 2-5.

Freeman, G., & Wohn, D. Y. (2017). Social Support in Esports: Building Emotional and Self-Esteem from Instrumental Support Interactions in a Highly Competitive Environment. CHI Play ’17: Proceedings of the Annual Symposium on Computer-Human…

Freeman, G., & Wohn, D. Y. (2017). eSports as an Emerging Research Context at CHI: Diverse Perspectives on Definitions. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1601-1608). ACM.

Freeman, G., & Wohn, D. Y. (2017). Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work, 27(3-6), 1019-1050.

Freeman, G. (2018). Multiplayer Online Games: Origins, Players, and Social Dynamics. Boca Raton, FL: CRC Press.

Franke, T. (2015). The Perception of eSports – Mainstream Culture, Real Sport and Marketisation. In Hiltscher, J., & Scholz, T. M. (Eds.). eSports Yearbook 2013/14 (pp. 111-144). Norderstedt: Books on Demand GmbH.

Francken, J. P., Nothelfer, N., & Schlotthauer, P. (2019). Der Arbeitnehmer im professionalen eSport. Neue Zeitschrift für Arbeitsrecht, 865-870. (lead article of the 13th issue)

Finch, D. J., Abeza, G., O’Reilly, N., & Mikkelson, A. (2020). Esports Sponsorship: Practitioners’ Perspectives on Emerging Trends. Journal of Brand Strategy, 9(1), 59-74.

Fiedler, I., Ante, L., & Steinmetz, F. (2018). Die Konvergenz von Gaming und Gambling. Wiesbaden: Springer Gabler.

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Ferrari, S. (2013). From Generative to Conventional Play: MOBA and League of Legends. In Proceedings of DIGRA 2013: DeFragging Game Studies, Atlanta, GA.

Ferrari, S. (2013). Esport and the Human Body: Foundations for a Popular Aesthetics. In Proceedings of DIGRA 2013: Defragging Game Studies, Atlanta, GA.

Felczak, M. (2015). Narratives of Spectatorship: E-sports in Poland. In T. Bártek, J. Miškov & J. Švelch (Eds.), New Perspectives on Game Studies (pp. 109–124). Brno: Masaryk University.

Faust, K., Meyer, J., & Griffiths, M. (2013). Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77.

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Facchini, L. V. (2018). Digital Strategy in a Sport Club: A Model to Support the Analysis. Master’s thesis. Politenico di Milano, Milano.

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.

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

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

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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

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.

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

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

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

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

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.

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

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.

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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.

Evren, C., Dalbudak E., Topcu, M., Kutlu, N., Evren, B., & Pontes, H. M. (2018). Psychometric Validation of the Turkish Nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Psychiatry Research, 265, 349-354

Evren, B., Evren, C., Dalbudak, E., Topcu, M., & Kutlu, N. (2018). Relationship of Internet Addiction Severity with Probable ADHD and Difficulties in Emotion Regulation Among Young Adults. Psychiatry Research, 269, 494-500.

Engerman, J., & Hein, R. (2017). ESports Gaming and You. Educational Technology, 57(2), 62–64.

Engel, L. B. (2014). The Self-critical Politics of Play: Politics as Autotelic. Master’s thesis. Macquarie University, Sydney.

Ellenport, C. (2019). Esports: A Billion Eyeballs and Growing. Broomall, PA: National Highlights Inc.

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Elam, J., & Taylor, N. (2020). Above the Action: The Cultural Politics of Watching Dota 2. Communication, Culture & Critique, 1-18.

Ekdahl, D., & Ravn, S. (2018). Embodied Involvement in Virtual Worlds: the Case of eSports Practitioners. Sport, Ethics, and Philosophy, 13(2), 132-144.

Ehnold, P., Gohritz, A., Lichtenwimmer, D. (2018). Playstation und Fußballplatz: vom eSport-Zuschauer zum Fußballfan? Sciamus – Sport und Management, 2/2018, 1-20.

Egliston, B. (2018). E-sport, Phenomenality and Affect. Transformations, 31, 156-176.

Egliston, B. (2015). Playing Across Media: Transtextuality in Competitive Games and eSports. In Proceedings of DiGRA 2015: Diversity of play: Games — Cultures — Identities.

Edgar, A. (2019). Esport. Sports, Ethics, and Philosophy, 13(1), 1-2.

Ebrahimi, M., & Chen, L. (2014). Emerging Cyberwork Attack Vectors: Modification, Customization, Secretive Communications, and Digital Forensics in PC Video Games. Published in 2014 International Conference on Computing, Networking (ICNC).

Ducrocq, S. (2011). Les tribus ludiques du” LAN party”: perspectives d’apprentissage et de socialisation en contexte de compétition de jeux vidéo en réseau local. Doctoral dissertation. Université du Québec à Montréal, Montreal.

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Dubbels, B. R. (2018). Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. Hersheym, PA: IGI Global.

Drachen, A., Yancey, M., Maguire, J., Chu, D., Wang, I. Y., Mahlmann, T., …, & Klabjan, D. (2016). Skill-based Differences in Spatio-temporal Team Behavior in Defence of the Ancients 2. 6th IEEE Consumer Electronics Society Games, Entertainment,…

Dor, S. (2014). The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study. Game Studies, 14(1).

Donoghue, J., Schmidt, G. J., Balentine, J. R., & Zwibel. H. (2019). Managing the Health of the eSport Athlete: An Integrated Health Management Model. BMJ Open Sport & Exercise Medicine, 5, 1-6.

Dongsheng, Y., Xiaohang, Y., & Daofeng, K. (2011). The Present Situation and Development Trend of E-sports Games in China. In IEEE Future Computer Science and Education Proceedings (pp. 384–386). Piscataway, NJ: IEEE.

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Donaldson, S. (2016). Metagaming and Subversive Play in League of Legends. Proceedings of the First International Joint Conference of DiGRA and FDG Dundee, Scotland: Digital Games Research Association and Society for the Advancement of the Science of…

Donaldson, S. (2017). Mechanics and Metagame: Exploring Binary Expertise in League of Legends. Games and Culture, 12(5), 426-444.

Dobill, M. (2017). Leveling (up) the Playing Field: A Policy-Based Case for Legalizing and Regulating Esports Gambling. Loyola of Los Angeles Entertainment Law Review, 37(2), 139-179.

DiFrancisco-Donoghue, J., & Ballentine, J. (2018). Collegiate Esport: Where Do We Fit In? Current Sports Medicine Reports, 17(4), 117–118.

Desbordes, M., & Richelieu, A. (2019). International Sport Marketing: Issues and Practice. Abingdon, England: Routledge.

Demediuk, S., Murrin, A. Bulger, D., Hitchens, M., Drachen, A., Raffe, W. L., & Tamassia, M. (2018). Player Retention in League of Legends: a Study Using Survival Analysis. In Proceedings of the Australasian Computer Science Week Multiconference (p.…

Davidovici-Nora, M. (2017). e-Sport as Leverage for Growth Strategy: The Example of League of Legends. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 33-46.

Dagdee, P., & Philip, L. (2019). The Rise PUBG and the Martketing Strategies behind its Success. International Journal of Scientific Research and Review, 7(3), 1009-1021.

Ismangil, M. (2018). (Re)creating the Nation Online: Nationalism in Chinese Dota 2 Fandom. Asiascape: Digital Asia, 5(3).

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.

Nufer, G. (2020). e-Sports: Was es ist und wie es sich entwickelt. Reutlinger Diskussionsbeiträge zu Marketing & Management, Hochschule Reutlingen, ESB Business School, Reutlingen.

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Nuangjumnong, T. (2016). Development of Leadership through eSports. Doctoral dissertation. Waseda University, Tokyo.

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Nuangjumnong, T. (2015). The Universality of Leadership Behaviors in Virtual Environments: A Case of Esports Players in Thailand. Journal of the Graduate School of Asia-Pacific Studies, 30(3), 105–132.

Novak, A. R., Bennett, K. J. M., Pluss, M. A., & Fransen, J. (2020). Performance Analysis in eSports: Modelling Performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching, 0(0), 1-9.

Nothelfer, N., & Wörner, M. (2020). Grenzen der Vertragsgestaltung im eSport am Beispiel Tfue vs. FaZe Clan. eSport-Recht – Politik, Praxis und Wissenschaft im Dialog

Nothelfer, N., & Schlotthauer, P. (2020). (e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler. eSport – Status quo und Entwicklungspotenziale, 49-78.

Nielsen, R. K. L., & Karhulahti, V. M. (2017). The Problematic Coexistence of Internet Gaming Disorder and eSports. In Proceedings of the 12th International Conference on the Foundations of Digital Games (p. 52). ACM.

Nguyen, Q. H., & Phan, H. (2016). E-sport Organization and Professional Gamers in Finland. Bachelor’s Thesis. Lahti University.

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Neus, F., Nimmermann, F., Wagner, K., & Schramm-Klein, H. (2019). Differences and Similarities in Motivation for Offline and Online eSports Event Consumption. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Naubert, S. (2012). Cybersport 2.0: Ethical Dimensions of Videogames as Sport. Presented at the Philosophy of Computer Games Conference.

Nagel, M. & Sugishta, K. (2016). Esport: The Fastest Growing Segment of the “Sport” Industry. Sport & Entertainment Review, 2(2), 51–60.

Owens, M. (2016) What’s in a Name? eSports, Betting, and Gaming Law. Gaming Law Review, 20(7), 567-570.

Olson, C. K. (2013). Sports Videogames and Real-world Exercise. Sports Videogames, 278-294 New York, NY: Routledge.

Olshefski, E. G. (2015). Game-Changing Event Definition and Detection in an eSports Corpus. Proceedings of the 3rd Workshop on EVENTS at the NAACL-HLT 2015, 77–81.

Olsen, A. (2015). The Evolution of Esports: An Analysis of Its Origin and a Look at Its Prospective Future Growth as Enhanced by Information Technology Management Tools. Master’s Thesis. Coventry University.

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

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.

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.

Xue, H., Newman, J. I., & Du, J. (2019). Narratives, Identity and Community in Esports. Leisure Studies, ,8(6), 845-861.

Xiao, X., Chian Tan, F. T., Lim, E. T. K., Henningsson, S., Vatrapu, R., Hedman, J., Tan, C. W., Clemenson, T., Mukkamala, R. R., & Van Hillegersberg, J. (2018). Sports Digitalization: An Overview and A Research Agenda. Paper presented at 38th…

Xiao, M. (2019). Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action. Communication & Sport, 8(1), 92-122.

Xia, B., Wang, H., & Zhou, R. (2019). What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2. Games and Culture, 14(5), 498-522.

Yu, H. (2018). Game On: The Rise of the eSports Middle Kingdom. Media Industries, 5(1), 88-105.

Seo, Y. N., Kim, M., Lee, D., & Jung, Y. (2018). Attention to Esports Advertisement: Effect of Ad Animation and In-Game Dynamics on Viewers’ Visual Attention. Behavior & Information Technology, 37(12), 1194–1202.

Yoon, T.-J., & Jin, D. Y. (2017). The Korean Wave: Evolution, Fandom and Transnationality. Latham, Lexington Books.

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Yang, Y., Qin, T., & Lei, Y.-H. (2016). Real-time eSports Match Result Prediction. NIPS 2016: Neural Information Processing Systems, Barcelona, Spain.

Yan, J. (2018). How Does Match-Fixing Inform Computer Game Security? Cambridge International Workshop on Security Protocols XXVI, 166–170.

Zwibel, H., DiFrancisco-Donoghue, J., DeFeo, A., & Yao, S. (2019). An Osteopathic Physician’s Approach to the Esports Athlete. The Journal of the American Osteopathic Association, 119(11), 756-762.

Zolides, A. (2015). Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding. Persona Studies, 1(2), 42-53.

Zhu, L. (2018). Masculinity’s New Battle Arena in International E-Sports: The Games Begin. In N. Taylor & G. Vorhees (Eds.), Masculinities in Play (pp. 229-247). New York, NY: Palgrave Macmillan.

Zarrabi, S. A., & Jerkrot, H. N. (2016). Value Creation and Appropriation in the eSports Industry. Master’s thesis. Chalmers University of Technology, Gothenburg.

Zanin, N. (2018). The Impact of Leadership on Virtual Team Satisfaction and Viability: the Role of Performance Monitoring and Team Work Engagement (Master’s thesis). Universidade Católica Portuguesa.

Zagala, K., & Strzelecki, A. (2019). eSports Evolution in Football Game Series. Physical Culture and Sport. Studies and Research, 83, 50-62.

Byrne, A. M. (2020). Using Esports to Teach Bystanders Leadership and Collaboration for Students in STEM. About Campus, March-April 2020, 24-27.

Burton, R., & Gawrysiak, J. (2017). Using eSports Efficiently to Enhance and Extend Brand Perceptions. 2017 Sport Marketing Association Conference (SMA XV)

Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).

Burk, D. (2013). Owning e-Sports: Proprietary Rights in Professional Computer Gaming. University of Pennsylvania Law Review, 161, 1535-1578.

Burger, V., Pajo, J. F., Sanchez, O. R., Seufert, M., Schwartz, C., Wamser, F., … Tran-Gia, P. (2016). Load Dynamics of a Multiplayer Online Battle Arena and Simulative Assessment of Edge Server Placements. In Proceedings of the 7th International…

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Brünnle, T. T. (2016). Teambildung in Onlinespielen. Working Papers kultur- und techniksoziologische Studien.

Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2018). Intersections of Fandom in the Age of Interactive Media: eSports Fandom as a Predictor of Traditional Sport Fandom. Communication & Sport, 6(4), 418-435.

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Brown, K. A., Billings, A. C., Lewis, M., Bissell, K. (2018). Explicating the Electricity of eSports: Motivations for Play and Consumption. In Bowman, N. (Ed.), Video Games: A Medium that Demands our Attention (pp. 178–192). New York, NY: Routledge.

Brock, T., & Fraser, E. (2018). Is Computer Gaming a Craft? Prehension, Practice, and Puzzle Solving in Gaming Labour. Information, Communication & Society, 21(9), 1219-1233.

Brock, T. (2017). Roger Caillois and E-sports: On the Problems of Treating Play as Work. Games and Culture, 12(4), 321-329.

Brickell, A. (2017). Addressing Integrity and Regulatory Risks in eSports: The Responsibility of the Whole eSports Community. Gaming Law Review, 21(8), 603-609.

Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In DIS2020, July 06-10, Eindhoven, Netherlands.
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