Browse Items (1773 total)

Christophers, J., & Scholz, T. M. (2010). eSports Yearbook 2009. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2011). eSports Yearbook 2010. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2012). eSports Yearbook 2011/12. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2015). eSports Yearbook 2013/14. Norderstedt: Books on Demand GmbH.

Chu, W. T., & Chou, Y. C. (2015). Event detection and highlight detection of broadcasted game videos. In Proceedings of the 2nd Workshop on Computational Models of Social Interactions: Human-Computer-Media Communication (pp. 1-8).

Chueca Izquierdo, J. C. (2022). Estudio de las instalaciones dedicadas a la práctica del balonmano (Doctoral dissertation, Universitat Politècnica de València).

Chung, J. J. Y., Shin, H. V., Xia, H., Wei, L. Y., & Kazi, R. H. (2021). Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live Streaming. In Proceedings of the 2021 CHI Conference on Human Factors in…

Chung, P. K., Ou, K. L., Wong, M. Y. C., Lau, K. L., & Leung, K. M. (2022). Investigation of Hong Kong Students’ Esports Participation Intentions Using the Theory of Planned Behavior Approach: A Structural Equation Model. Human Behavior and Emerging…

Churchill, B. C., & Xu, W. (2016). The modem nation: A first study on Twitch. tv social structure and player/game relationships. In 2016 IEEE international conferences on big data and cloud computing (BDCloud), social computing and networking…

Clark, N., Macdonald, B., & Kloo, I. (2020). Bayesian adjusted plus-minus analysis for the esport Dota 2. Journal of Quantitative Analysis in Sports 16(4), 325-341.

Claudia Niessner, Florian Schultz, Nina Schaffert & Peter Weigel (Hrsg.), Informationen für den sportwissenschaftlichen Nachwuchs / Digitale Sportwissenschaften - Schöne neue Welt!? dvs-Kommission Wissenschaftlicher Nachwuchs,
Verein zur Förderung…

Claypool, M., Farrington, D., & Muesch, N. (2015). Measurement-based analysis of the video characteristics of Twitch. tv. In 2015 IEEE Games Entertainment Media Conference (GEM) (pp. 1-4). IEEE.

Coates, D., & Parshakov, P. (2016). Team vs. Individual Tournaments Evidence from Prize Structure in eSports. Basic Research Program Working Papers.

Collison-Randall, H., Hayday, E. J., & Loat, R. (2022). Esport in the sport for development and peace sector: Innovation and spheres of change. In Social Innovation, Entrepreneurship, and Sport for Development and Peace (pp. 202-214). Routledge.

Comerford, S. (2012). Note: International Intellectual Property Rights and the Future of Global ‘e-sports’. Brooklyn Journal of International Law, 37, 623-648.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. (2021). Boosting: Rank and Skill Deception in Esports. Entertainment Computing 36, 100393.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. J. (2021). Boosting: Rank and Skill Deception in esports. Entertainment Computing, 36.

Consalvo, M. (2007). Cheating. Gaining Advantage in Videogames. Cambridge, MA: MIT Press.

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Consalvo, M. (2017). Player one, playing with others virtually: What’s next in game and player studies. Critical Studies in Media Communication, 34(1), 84-87.

Consalvo, M. (2018). Kaceytron and transgressive play on Twitch. tv. Transgression in Games and Play, 83-98.

Consalvo, M., & Phelps, A. (2019). Performing game development live on Twitch. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Consalvo, M., & Phelps, A. (2021). Game Development Live on Twitch: Observations of Practice and Educational Synergies. Game Production Studies, 123.

Consalvo, M., Zanescu, A., & Lajeunesse, M. (2020). Living on Twitch: An Ethnography of Fatigue.

Conte, T. M. (2022). Apotheosis or Downfall: past, present, and future of sport and money through the Olympic Games and the European Super League.

Conway, S. (2010). It’s in the Game’ and Above the Game. Convergence, 16(3), 334- 354.

Conway, S. (2016). An Earthless World: the Contemporary Enframing of Sport in Digital Games. Sport, Ethics and Philosophy, 10(1), 83-96.

Cornière, C. (2018). Étude exploratoire de l’activité décisionnelle individuelle et collective d’une équipe experte de League of Legends en séquence de regroupement. Master Thesis. Université de Bretagne.

Cote, A. C. (2020). Gaming Sexism: Gender and Identity in the Era of Casual Video Games. New York: NYU Press.

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Cote, A. C., Can, O., Foxman, M., Harris, B. C., Hansen, J., Rahman, M. W. U., & Fickle, T. (2022). The COVID Season: US Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic. Games and Culture,…

Cotrufo, R. J., MacGregor, J. F., & McGinniss, K. T. (2022). Perceptions of NCAA Division II and III Athletic directors regarding the emergence of e-sports. Journal for the Study of Sports and Athletes in Education, 1-16.

Cottrell, C., McMillen, N., & Harris, B. S. (2018). Sport Psychology in a Virtual World: Considerations for Practicioners Working in eSports. Journal of Sport Psychology in Action.

Cox, L. P., & Ao, L. (2020). LevelUp: A thin-cloud approach to game livestreaming. In 2020 IEEE/ACM Symposium on Edge Computing (SEC) (pp. 246-256). IEEE.

Cranmer, E. E., Danny Han, D.-I., van Gisbergen, M., & Jung, T. (2021). Esports Matrix: Structuring the Esports Research Agenda. Computers in Human Behavior, 117(April 2021), 106671.

Crawford, G. (2005). Digital Gaming, Sport, and Gender. Leisure Studies, 24(3), 259–270.

Crawford, G., & Gosling, V. K. (2009). More Than a Game: Sports-themed Video Games and Player Narratives. Sociology of Sport Journal, 26, 50–66.

Crecelius, A. R., & Hetrick, N. (2022). Neurocognitive Capabilities and Physiological Responses to Cognitive Stress as well as General Health and Fitness Measurements in Competitive Gamers versus Non-Gamers.

Cripe C. (2020). Tfue v. FaZe Clan and Newly Created Players Associations: What Has Happened and How Will it Impact the Future of Esports? Marquette Sports Law Review, 31(1), 151-173.

Cui, Y., Li, J., & Zhang, Y. (2022). The impacts of game experience and fanwork creation on game loyalty: Mediation effect of perceived value. Technological Forecasting and Social Change, 176, 121495.

Cullen, A. L. L. (2018). ‘I play to win!’: Geguri as a (Post)Feminist Icon in eSports. Feminist Media Studies, 18(5), 948-952.

Cullen, A. L., & Ruberg, B. (2019). Necklines and'naughty bits' constructing and regulating bodies in live streaming community guidelines. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1-8).

Cumming, D. (2021). Perceptions towards esports in mainstream English-language new media. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Cumming, D. J.-J.; Gibbs, M., & Smith, Smith, W. (2021). Constructing Authentic Spectatorship at an Esports Bar. Journal of Contemporary Ethnography, 00(0), 1-32.

Cumming, D., Gibbs, M., & Smith, W. (2021). Laborious Spectatorship of Esports Fans. In Proceedings of DiGRA Australia 2021.

Cumming, D., Gibbs, M., & Smith, W. (2018). Understanding the experience of Australian eSports spectatorship. DiGRA Conference 2018.

Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.

Curley, A. J., Nausha, M., Slocum, J., & Lombardi, D. (2016). What Motivates Esports Fans? A Data-Driven Approach to Business and Development Strategy. Working Paper

Dagaev, D., & Stoyan, E. (2020). Parimutuel Betting on the eSports Duels: Evidence of the Reverse Favourite-Longshot Bias. Journal of Economic Psychology, 81, 102305.

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.

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.

De Donder, S., Robeers, T., & Daneels, R. (2022). Virtual athlete or ultimate nerd? A framing analysis of eSports in Flemish printed media. Sport in Society, 1-17.

de Freitas, R. (2021). GenZ and Esports: Digitizing the Live Event Brand. In W. Wörndl, C. Koo & J. L. Stienmetz (Eds.), Information and Communication Technologies in Tourism 2021: Proceedings of the ENTER 2021 eTourism Conference, January 19-22,…

De Moor, W., Terrien, M., Durand, C., & Besombes, N. (2022). The current situation of the French professional esports industry: economic models of the clubs and regulation of the leagues. European Sport Management Quarterly, 1-22.

DeArmond, M. C., Shelton, B. E., & Hsu, Y. C. (2022). The Gap Between Korean Esports and Educational Gaming. International Journal of Game-Based Learning (IJGBL), 12(1), 1-12.

Delello, J. A., McWhorter, R. R., Roberts, P., Dockery, H. S., De Giuseppe, T., & Corona, F. (2021). The Rise of eSports: Insights Into the Perceived Benefits and Risks for College Students. International Journal of eSports Research (IJER), 1(1),…

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.…

Demers, M. (2015). Behind the Voice: The Craft of the eSports Commentator. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 81–88). Norderstedt: Books on Demand GmbH.

Demers, M. (2015). Chasing Champions - An eSports Travelogue. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 39–50). Norderstedt: Books on Demand GmbH.

Demir, A. (2022). The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team. International Education Studies, 15(2), 130-137.

Deng, J., Cuadrado, F., Tyson, G., & Uhlig, S. (2015). Behind the game: Exploring the twitch streaming platform. In 2015 International Workshop on Network and Systems Support for Games (NetGames) (pp. 1-6). IEEE.

Deng, J., Tyson, G., Cuadrado, F., & Uhlig, S. (2017). Internet scale user-generated live video streaming: The Twitch case. In International Conference on Passive and Active Network Measurement (pp. 60-71). Springer, Cham.

Denoo, M., Bibert, N., & Zaman, B. (2021). Why do people bet on esports? Constructing monetary and skin gambling motivation through Means-End Chain Theory. Etmaal van de Communicatiewetenschap, 2021/02/04-2021/02/05.

Derval, D. (2022). Sense of Motion, eSports, and the Future of Entertainment. In The Right Sensory Mix (pp. 159-182). Springer, Berlin, Heidelberg.

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

Deva Asmara Kusuma, M. (2022). Analisis Seksisme dalam Pemberitaan Esport di Media INDOSPORT. com (Doctoral dissertation, Universitas Multimedia Nusantara).

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Devereux, L., Raggiotto, F., Scarpi, D. and Moretti, A. (2021). Promoting Within Sport: An Exploration of Creativity in Traditional, Extreme and Esports Contexts. In: Pantano, E. (Ed.), Creativity and Marketing: The Fuel for Success (pp. 19-32).…

Devila, L. E., Cholil, S. R., Athallah, R. D., & Irawan, A. A. (2022). Implementasi Algoritma K-Means untuk Menganalisa Pemain Video Game Mobile Legend untuk Mengetahui Tipe Hero dan Role yang Sering Digunakan pada Setiap Kalangan. STRING (Satuan…

Di Virgilio, F., Soliman, M., Anwar ul Haq, M., & Fantini, S. (2022). Analysing Users’ Engagement with eSports Team: Does Covid-19 Matter?. In HR Analytics and Digital HR Practices (pp. 243-271). Palgrave Macmillan, Singapore.

Dickenson, V. L. (2021). Games, Gamification, and eSports Intersections Within Digital and Online Learning. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 128-148). IGI…

Diegel, M. (2021). Relevanz von Markenerweiterungsstrategien für Vereine im eSport. In M. Diegel (Ed.) Markenerweiterungsstrategien professioneller Sportvereine im eSport: Innovatives Markenmanagement (pp. 3-24), Wiesbaden: Springer Gabler.…

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

DiFrancisco-Donoghue, J., Jenny, S. E., Douris, P. C., Ahmad, S., Yuen, K., Hassan, T., Gan, H., Abraham, K., & Sousa, A. (2021). Breaking up prolonged sitting with a 6min walk improves executive function in women and men esports players: a…

DiFrancisco-Donoghue, J., Werner, W. G., Douris, P. C., & Zwibel, H. (2020). Esports Players, Got Muscle? Competitive Video Game Players’ Physical Activity, Body Fat, Bone Mineral Content, and Muscle Mass in Comparison to Matched Controls. Journal of…

DiFrancisco-Donoghue, J., Werner, W. G., Douris, P., & Zwibel, H. (2020). Esports Players, Got Muscle? Competitive Video Game Players’ Physical Activity, Body Fat, Bone Mineral Content, and Muscle Mass in Comparison to Matched Controls. Journal of…

Dinansyah, F., Tjokrodinata, C., & Bangun, C. R. A. (2022). The Role of Esports Organisations in Accessibility for Disability Players. Ultimacomm: Jurnal Ilmu Komunikasi, 14(1), 67-79.

Dipa Kalyani Sujata, P., Bianca Sardjono, S., & Putri Hendratno, S. (2022). Esport Ecosystem, Financial Behavior, and Carbon Emissions in Indonesian Urban Area. In 2022 4th Asia Pacific Information Technology Conference (pp. 123-130).

Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V., & Sellers, N. (2020). Don't just watch, join. In: Exploring information behavior and copresence on Twitch. Computers in Human Behavior, 105, 106221.

Dixon, P. (2022). Esports as Entertainment: A Comparison to Traditional Sports.

Do, S., Chang, M., & Lee, B. (2021). A Simulation Model of Intermittently Controlled Point-and-Click Behaviour. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA,…

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.

Dombrowski, M., Wendeborn, T., Wohlfahrt, O., & Hodeck, A. (2020). eSport im deutschen Profifußball. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 193–214). Wiesbaden: Springer Gabler.

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

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…

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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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.

Donschen, D. (2010). The End of the ESWC and How to Move On. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 23–27). Norderstedt: Books on Demand GmbH.

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

Dor, S. (2015). Identité(s) du joueur et du personnage. Au-delà de l’analyse mimétique des jeux vidéo. In C. Perraton & M. Bonenfant (eds.), Identité et multiplicité en ligne (p. 67-86). Presses de l’Université du Québec.

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

Dor, S. (2014). A History of Real-Time Strategy Gameplay From Decryption to Prediction: Introducing the Actional Statement. Kinephanos, 58-73.

Dor, S. (2011). De la stratégie et de la tactique. La ruse dans les jeux de stratégie en temps réel. In C. Perraton & M. Bonenfant (Éds.), La ruse. Entre la règle et la triche (p. 113-130). Presses de l’Université du Québec.

Dor, S. (2010). La stratégie comme processus cognitif dans le jeu vidéo StarCraft. Master Thesis. Université de Montréal.

Dor, S., & Perron, B. (2014). Addressing the Preservation of Gameplaying: Archiving Actional Modalities (Execution, Resolution, and Strategy). In F. Giordano & B. Perron (eds.), The Archives​: Post-Cinema And Video Game Between Memory And The Image…

Dowling, M. (2021). Governance in Sport: Analysis and Application. Sport Management Education Journal.

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,…

Drankou, P., & Zykov, S. (2020). Chat-based approach applied to automatic livestream highlight generation. In International conference on intelligent decision technologies (pp. 437-447). Springer, Singapore.

Drenthe, R. (2017). Informal Roles within eSports Teams: A Content Analysis of the Game Counter-Strike: Global Offensive. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 36–48). Norderstedt: Books on Demand GmbH.

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

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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Dupuy, A., Campbell, M. J., Harrison, A. J., & Toth, A. J. (2024). On the necessity for biomechanics research in esports. Sports Biomechanics, 1–13. https://doi.org/10.1080/14763141.2024.2354440
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