Browse Items (1774 total)

Argilés, M., Quevedo-Junyent, L., & Erickson, G. (2022). Topical Review: Optometric Considerations in Sports Versus E-Sports. Perceptual and Motor Skills, 00315125211073401.

Areström, E., & Carlsson, N. (2019). Early online classification of encrypted traffic streams using multi-fractal features. In IEEE INFOCOM 2019-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp. 84-89). IEEE.

Apperley T. (2022) Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports. In: Ruotsalainen M., Törhönen M., Karhulahti VM. (eds) Modes of Esports Engagement in Overwatch. Palgrave Macmillan,…

Anyi Wan Jr, J., Alif bin Kamal, A. & bin Abd Rahman, S. (2021). Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process. Journal of IT in Asia, Vol 09, 2021, 49-64.

Antón-Roncero, M., & García García, F. (2014). Deportes electrónicos. Una aproximación a las posibilidades comunicativas de un mercado emergente. Questiones publicitarias, 1 (19), 98–115.

Anshari, F., Evangelina, J., & Abbabil, S. U. (2022). Commodifiaction Of Workers On Esports Athletes In Digital Sports Industry. Jurnal Komunikasi, 14(2), 277-298.

Anjani, L., Mok, T., Tang, A., Oehlberg, L., & Goh, W. B. (2020). Why do people watch others eat food? An Empirical Study on the Motivations and Practices of Mukbang Viewers. In Proceedings of the 2020 CHI conference on Human Factors in Computing…

Angel, G., & Ruiz, B. (2010). The Trials, Tribulations and Perseverance. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 67–70). Norderstedt: Books on Demand GmbH.

Anðelić, B., Bianco, A., Maksimović, N., Todorović, N., & Drid, P. (2022). A milestone in the era of esports: The Olympics through the lens of virtual reality. Frontiers in Psychology, 13.

Andrews, S., & Crawford, C. M. (Eds.). (2021). Handbook of Research on Pathways and Opportunities Into the Business of Esports. IGI Global.

Andrews, S. K., Michael, T. B., Williams, M. A., Lacher, L. L., & Crawford, C. M. (2021). Impact of eSports Upon Higher Education From a Faculty Perspective: Transformational Pathways and Opportunities. In S. Andrews & C. M. Crawford (Eds.), Handbook…

Andrews, S. K., & Crawford, C. M. (2021). Barriers, Issues, and Similarities Among Women in eSports and Similar Mixed Gender Sports: Ascertaining Common Ground. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities…

Andrews, N., & Mumford, P. W. (2022). Assessing Collegiate Esports Players.

Andrews, D., & Ritzer, G. (2018). Sport and Prosumption. Journal of Consumer Culture, 18 (2), 356–373.

Andrejkovics, Z. (2016). The Invisible Game: Mindset of a Winning Team. CreateSpace Independent Publishing Platform.

Andrejkovics, Z. (2018). A Newborn Business Esports: Discover the Industry Behind Professional Gaming. Independently published.

Andre, T. L., Walsh, S. M., Valladao, S., & Cox, D. (2020). Physiological and Perceptual Response to a Live Collegiate Esports Tournament. International Journal of Exercise Science, 13(6), 1418-1429.

Baumann, A., Mentzoni, R. A., Erevik, E., & Pallesen, S. (2022). A qualitative study on Norwegian esports students’ sleep, nutritional and physical activity habits and the link to health and performance. International Journal of Esports

Andoh, J., & DeBroff, B. (2021). Assessment of spontaneous eye blink rate in online livestream video game players. Adv Ophthalmol Vis Syst, 11(1), 11-14.

Andersson, D. (2011). Art of Daniel Andersson. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 34–37). Norderstedt: Books on Demand GmbH.

Anderson, S. L., & Schrier, K. (Kat). (2022). Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture. Games and Culture, 17(2), 179-197.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.

Anderson, S. L. (2017). Watching people is not a game: Interactive online corporeality, Twitch. tv and videogame streams. Game Studies, 17(1), 1-16.

Anderson, M. (2018). Marketing Esports to the Masses: Testing the Efficacy of Positive Community-Curated Stimuli on Mitigating Negative Attitudes towards Esports. Master Thesis. University of York.

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Anderson, D., Sweeney, K., Pasquini, E., Estes, B., & Zapalac, R. (2021). An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives. International Journal of eSports Research, 1(1), 1-18.

Anderson, C. G., Tsaasan, A. M., Reitman, J., Lee, J. S., Wu, M., Steel, H., … Steinkuehler, C. (2018). Understanding esports as a STEM career ready curriculum in the wild. In 2018 10th International Conference on Virtual Worlds and Games for Serious…

Anderie, L., & Görlich, D. (2020). Die wirtschaftliche Perspektive des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 21–32). Wiesbaden: Springer Gabler.

Anastácio, B. S., Savonitti, G. A., de Oliveira, M. A., & da Silva Mocarzel, R. C. (2022). Jogos Eletrônicos, E-Sports e Educação Física: Aproximações e Distanciamentos. LICERE-Revista do Programa de Pós-graduação Interdisciplinar em Estudos do…

Amor, J. S., Hervás, J. C., & Berenguer, S. A. (2021). Percepción de la marca en esports: evento grande y pequeño. In Deporte y regulación: nuevos escenarios y desafíos: actas del XI Congreso Iberoamericano de Economía del Deporte (pp. 319-322).…

Amor, J. S. C., Pérez-Campos, C., & Molina-García, N. (2020). Brand Image in Esports Events. Differences between Players and Non-Players. Journal of sport economics & management, 10(2), 102-113.

Amor, J. S. C., Alguacil, M., & Gómez-Tafalla, A. M. (2022). Gender influence on brand recommendation at an esports event. Journal of Physical Education and Sport, 22(1), 231-238.

American Journal of Play. (2020). The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor. American Journal of Play, 12(2), 107-116.

Amazan-Hall, K., Chen, J. J., Chiang, K., Cullen, A. L. L., Deppe, M., Dormitorio, E., … Trammell, A. (2018). Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI. International Journal of Gaming and…

AlZahrani, A., Wani, M. A., & Bhat, W. A. (2021). Forensic analysis of Twitch video streaming activities on Android. Journal of Forensic Sciences, 66(5), 1721-1741.

Altenbach Berthod, R. (2018). Engagement émotionnel dans la pratique du jeu vidéo compétitif. Université de Lausanne.

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Altenbach Berthod, R. (2017). L’hygiénisation du corps du joueur esportif et du gamer. Université de Lausanne.

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Almeida, C. E. M., Correia, R. C. M., Eler, D. M., Olivete-Jr, C., Garci, R. E., Scabora, L. C., & Spadon, G. (2017). Prediction of winners in MOBA games. In Iberian Conference on Information Systems and Technologies, CISTI.

AlMarzooqi, M. A., Alhaj, O. A., Alrasheed, M. M., Helmy, M., Trabelsi, K., Ebrahim, A., ... & Ben Saad, H. (2022). Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi…

AlMarzooqi, M. A., Alhaj, O. A., Alrasheed, M. M., Helmy, M., Trabelsi, K., Ebrahim, A., ... & Ben Saad, H. (2022). Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi…

Allard, R. (2017). Investir dans l’esport. Quels sont les facteurs clés qui font le succès d’un jeu esport. Mémoire de Master. Université Paris Sud, Paris.

Algesheimer, R., Dholakia, U. M., & Gurau, C. (2011). Virtual Team Performance in a Highly Competitive Environment. Group & Organization Management, 36(2), 161–190. https://doi.org/10.1177/1059601110391251

Aleta, A., & Moreno, Y. (2019). The dynamics of collective social behavior in a crowd controlled game. EPJ Data Science, 8(1), 22.

Al Dafai, S. (2016). Conventions within eSports: Exploring Similarities in Design. Proceedings of 1st International Joint Conference of DiGRA and FDG.

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Akan, B. A. Y. R. A. K. D. A. R., Alin, L. A. R. İ. O. N., Işık, B. A. Y. R. A. K. T. A. R., & Pelin, A. V. C. I. (2022). The effects of esports on sleep: a systematic literature review. Ovidius University Annals, Series Physical Education &…

Ahnström, K. (2011). Me and My Art. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 80–81). Norderstedt: Books on Demand GmbH.

Ahn, J., Collis, W., & Jenny, S. (2020). The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/15/html

Agrawal, M., & Upadhyay, A. K. (2022). Understanding esports industry and impact of Covid-19 on it: a review of literature. Cardiometry, (22), 371-376.

Aghey, C. (2020). Integration of eSports in the Structure of Ifs: Disruption or Continuity? The International Sports Law Journal, 20, 120-125.

Agha, B. (2015). League of Legends: Players and Esports. Master’s thesis. McMaster University: Hamilton.

Adinolf, S., & Turkay, S. (2018). Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365-372). ACM.

Adamus, T. (2012). Playing Computer Games as Electronic Sport: In Search of a Theoretical Framing for a New Research Field. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 477–490).…

Adams, M. (2020). Collective Bargaining Challenges in the Rise of Esports and Professional Video Gaming. Indiana Law Review, 53(2), 371-397.

Adams, J. L. (2016). Female Fighters: Perceptions of Femininity in the Super Smash Bros Community. Press Start, 3 (1), 99-114.

Abreu Freitas, B. D., Contreras-Espinosa, S. R., Pereira Correia, P. Á. (2020). Identifying the Pros, Cons and Tactics of eSports Sponsorships: An Integrative Literature Review. Comunicação Pública, 15(28),

Abrams, M. S. (2013). The Legal Status of Video Games: Comparative Analysis in National Approaches. WIPO Working Paper.

Abed, A., & Rinkevic, K. (2022). How do esports actors perceive the Metaverse as a servicescape for esports: An interpretative phenomenological analysis: An exploratory study about the business opportunities and challenges in the Metaverse.

Abdullah, F., Yang, C., Paliyawan, P., Thawonmas, R., Harada, T., & Bachtiar, F. A. (2019). Promoting Emotions with Angry Birds-like Gameplay on Rube Goldberg Machine Levels. In 2019 IEEE International Conference on Consumer Electronics-Asia…

Abdolmaleki, H., Khodayari, A., & Shariati, J. A. (2022). Modeling of the role of E-Word of Mouth on Business Performance of eSports with Mediating of Consumer Purchasing Behavior. Journal of Sport Management, 13(4), 1093-1105.

Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H. (2020). Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports. Frontiers in Psychology, 11, 1-15.

Abbasi, A. Z. (2022). Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach. EuroMed Journal of Business, (ahead-of-print).

Abbasi, A. Z. (2022). Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach. EuroMed Journal of Business, (ahead-of-print).

Abarbanel, B., Macey, J., Hamari, J., & Melton, R. (2020). Gamers Who Gamble: Examining the Relationship Between Esports Spectatorship and Event Wagering. Journal of Emerging Sport Studies, 3(1), 1.

Abarbanel, B., & Johnson, M. R. (2020). Gambling engagement mechanisms in twitch live streaming. International Gambling Studies, 20(3), 393-413.

Abarbanel, B., & Johnson, M. R. (2018). Esports Consumer Perspectives on Match-Fixing: Implications for Gambling Awareness and Game Integrity. International Gambling Studies, 19(2), 296-311.

Abanazir, C. (2022). The Olympic Movement and esports governance: Finding the right way of cooperating for diversity, equity, and inclusion. In Social Issues in Esports (pp. 148-162). Routledge.

Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement. Sport, Ethics and Philosophy, DOI: https://doi.org/10.1080/17511321.2021.1945669

Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports' Place within the Olympic Movement. Sport, Ethics and Philosophy.

Abanazir, C. (2018). Institutionalisation in E-Sports. Sports, Ethics and Philosophy, 13 (2), 117–131.

Abanazir, C. (2019). E-Sport and the EU: The View from the English Bridge Union. The International Sports Law Journal, 18 (3–4), 102–113.

Abad, J. E. (2015). Deportes Electrónicos: A un clic de distancia. 11° Congreso Argentino y 6° Latinoamericano de Educación Física y Ciencias, Universidad Nacional de La Plata.

Aallo, M. (2022). The fascination of virtual skins and consumers buying behaviour in Counter Strike Global Offensive.

Amor, JSC.; Aguado-Berenguer, S.; García-Pascual, F. (2022). Influence of service performance variables and brand variables on the loyalty of esports event users. Retos
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