Browse Items (1774 total)

Breuer, M. (2012). E-Sport – Perspektiven aus Wissenschaft und Wirtschaft. Glückstadt: vwh Verlag.

Breuer, M. (2011). E-Sport – eine Markt- und ordnungsökonomische Analyse. Boizenburg: vwh Verlag.

Breuer, M. (2011). E-Sport – eine Markt- und ordnungsökonomische Analyse. Boizenburg: vwh Verlag.

Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and Video Gaming: Comparing Regular Gamers, Non-Gamers, and Gaming Addicts and Differentiating between Game Genres. Computers in Human Behavior, 55, 406–412.

Brauer, J. T., & Van Wambeke-Long, J. H. (2014). Approaching Growth in E-Sports. Worcester Polytechnic Institute Digital WPI

Brannon, J. (2018). Are You Not Entertained: Considering the P-3 Visa as an Alternative Option for International Esports Professional Gamers. Arizona Law Review, 60(3), 753-781.

Bowman, N. (2013). Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games. Media Psychology, 16(1), 39-64.

Boudot, M., & Faure-Abbad, M. (2017). La qualification juridique de l’e-sport. In Rabu, G. & Reverchon-Billot, M. (Eds.), Les enjeux juridiques de l’e-sport (23-24). Presses Universitaires d’Aix-Marseille.

Bosser, A. G., & Nakatsu, R. (2006). Hardcore Gamers and Casual Gamers Playing Online Together. In Harper R., Rauterberg M., Combetto M. (Eds.) Entertainment Computing – ICEC 2006. ICEC 20.

Bosc, G., Tan, P., Boulicaut, J. F., Raïssi, C., & Kaytoue, M. (2015). A Pattern Mining Approach to Study Strategy Balance in RTS Games. IEEE Transactions on Computational Intelligence and AI in Games, 9(2), 123-132.

Bosc, G., Kaytoue, M., Raïssi, C., & Boulicaut, J. F. (2014). Fouille de motifs séquentiels pour l’élicitation de stratégies à partir de traces d’interactions entre agents en compétition. EGC, 14, 359-370.

Bosc, G., Kaytoue, M., Raïssi, C., Boulicaut, J.-F., & Tan, P. (2014). Mining Balanced Patterns in Real-Time Strategy Games. LIRIS Research Report. (Extended version of paper presented at European Conference on Artificial Intelligence– ECAI 2014.)

Borowy, M., & Jin, D. Y. (2016). Mega-Events and Globalization: Capital and Spectacle in a Changing World Order. London: Routledge.

Borowy, M., & Jin, D. Y. (2013). Pioneering eSport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests. International Journal of Communication, 7.

Bornemark, O. (2013). Success Factors for E-Sport Games. In S. Bensch & F. Drewes (Eds.), Proceedings of Umea’s 16th Student Conference in Computing Science USCCS 2013 (pp. 1-12). Umea: Umea University.

Borkowski, J. (2018). La femme dans l’esport : état des lieux de la mixité au travers du parcours des joueuses et joueurs compétitifs du jeu vidéo en France. Mémoire de Master 2 Sociologie. Université de Rennes.

Borggrefe, C. (2018). Kommentar zu: Borchert, Schulke und Schneider (2018) „eSport: Vom Präfix zum Thema für den organisierten Sport!?“. German Journal of Exercise and Sport Research, 48(3), 456-457.

Borggrefe, C. (2018). eSport gehört nicht unter das Dach des organisierten Sports. German Journal of Exercise and Sport Research, 48(3), 447-450.

Bonny, J. W., Castaneda, L. M., & Swanson, T. (2016). Using an International Gaming Tournament to Study Individual Differences in MOBA Expertise and Cognitive Skills. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems…

Bonny, J. W., & Castaneda, L. M. (2016). Impact of the Arrangement of Game Information on Recall Performance of Multiplayer Online Battle Arena Players. Applied Cognitive Psychology, 30(5), 664-671.

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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.

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…

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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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…

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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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., 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. (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.

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

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

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. (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.

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

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.

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.

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

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.

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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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.

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.

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.

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.

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

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, 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…

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…

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.

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

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

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

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

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. (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.
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