Browse Items (1773 total)

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.…

Macey, J., Hamari, J., Sjöblom, M., & Törhönen, M. (2021). Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans. In Proceedings of the 5th International GamiFIN Conference, GamiFIN…

Sörman, D. E., Dahl, K. E., Lindmark, D., Hansson, P., Vega-Mendoza, M., & Körning-Ljungberg, J. (2022). Relationships between Dota 2 expertise and decision-making ability. Plos one, 17(3), e0264350.

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.

Dykstra, R., Koutakis, P., & Hanson, N. (2021). Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers. International Journal of eSports Research (IJER), 1(1), 1-14.

Kou, Y., & Nardi, B. (2013). Regulating Anti-social behavior on the Internet: The Example of League of Legends. iConference 2013.

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

Reavis, D. (2021). Recruiting Faculty for Esports Programs in Academia. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 179-199). IGI Global.

Karhulahti, V.-M. (2017). Reconsidering Esport: Economics and Executive Ownership. Physical Culture and Sport. Studies and Research, Volume LXXIV, 43-53.

V. Thiruchelvam and W. Bee Suan, "Recognizing Esports as a Sport from an Academic Perspective," 2022 IEEE International Conference on Distributed Computing and Electrical Circuits and Electronics (ICDCECE), Ballari, India, 2022, pp. 1-4, doi:…

Kane, D., & Spradley, B. D. (2017). Recognizing Esports as a Sport. The Sport Journal, published online 11 May.

Luo, Y., Hutchinson, J., O’Connell, C., & Sha, Y. (2022). Reciprocal effects of esport participation and mental fatigue among Chinese undergraduate students using dynamic structural equation modeling.

Körber, T., & Schuchmann, J. (2016). Rechtlicher Handlungsbedarf im eSport. Stadionwelt inside.

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Goldman, M. M., & Hedlund, D. P. (2020). Rebooting Content: Broadcasting Sport and Esports to Homes During COVID-19. International Journal of Sport Communication, 13(3), 370-380.

Song, Y. (2016). Real-Time Video Highlights for Yahoo Esports. 1st NIPS Workshop on Large Scale Computer Vision Systems (LSCVS 2016), Barcelona, Spain.

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

Charleer, S., Gerling, K. ... Verbert, K. (2018). Real-Time Dashboards to Support eSports Spectating. CHI PLAY ’18 Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, 59–71

Taylor, T. L. (2012). Raising the Stakes: The Professionalization of Computer Gaming. Cambridge, MA: MIT Press.

Witkowski, E., Midgley, G., Stein, Abe, Miller, G, & Diamond, J. (2021). Racing with the industry: an interview on motorsports, esports, livestreaming and the COVID-19 pandemic. Sport in Society

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Rabu, G. (2018). Quel droit pour l'eSport? [Which Legal Regime for Esports]. Jurisport, 185, 26- 29.

M. Nicholson, C. McNulty, T. Pavey, D. Poulus, C. Thompson, R. Robergs, V. Kelly (2023). Quantifying Physical Activity and Self-Determination towards Exercise among Esports Players. Journal of Science and Medicine in Sport.

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.

Michael, T. B., & Williams, M. A. (2021). Pwning Noobs for Fun and Profit: eSports and Entrepreneurship. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 47-66). IGI Global.

Peter, S. C., Li, Q., Pfund, R. A., Whelan, J. P., & Meyers, A. W. (2018). Public Stigma Across Addictive Behaviors: Casino Gambling, eSports Gambling, and Internet Gaming. Journal of Gambling Studies, 35, 247-259.

Kim, S., & Manoli, A. E. (2022). Public relations: the missing element in the eSport governance. Managing Sport and Leisure, 1-5.

Wang, Y., Zheng, X., & Fan, T. (2022, August). Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media. In 2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI) (pp.…

Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspective on eSports. Public Health Reports, 135(3), 295-298.

Taylor, N., Jenson, J., de Castell, S., & Dilouya, B. (2014). Public Displays of Play: Studying Online Games in Physical Settings. Journal of Computer-Mediated Communication, 19(4), 763-779.

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.

Park, S. (2022). Psychosocial Factors Affecting Intention to Play Esports (Doctoral dissertation, Marshall University).

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

Leis, O., & Lautenbach, F. (2020). Psychological and Physiological Stress in Non-Competitive and Competitive Esports Settings: A Systematic Review. Psychology of Sport & Exercise, 51, 1-14.

Skouroliakos, L., Halkiopoulos, C., Gkintoni, E., & Antonopoulo, H. (2017). Psychological Affect of e-Sports in e-Marketing via Computational Methods. In 5 th International Conference on Contemporary Marketing Issues ICCMI June 21-23, 2017…

Seering, J., Hammer, J., Kaufman, G., & Yang, D. (2020). Proximate Social Factors in First-Time Contribution to Online Communities. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-14).

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

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).…

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…

Haaranen, L. (2017). Programming as a performance: Live-streaming and its implications for computer science education. In Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education (pp. 353-358).

Seo, Y. (2016). Professionalized Consumption and Identity Transformations in the Field of eSports. Journal of Business Research, 69(1), 264-272.

Ribeiro, V. M., & Bao, L. (2021). Professionalization of online gaming? theoretical and empirical analysis for a monopoly-holding platform. Journal of Theoretical and Applied Electronic Commerce Research, 16(4), 682-708.

Verhoeff, G. (2019). Professionalization of eSports Broadcasts The Mediatization of DreamHack Counter-Strike Tournaments. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 97–113). Norderstedt: Books on Demand GmbH.

Ioanitiu, L. (2022). Professional Players’ Rights and Obligations in Counter Strike: Global Offensive.

Giakoni-Ramírez, F., Merellano-Navarro, E., & Duclos-Bastías, D. (2022). Professional Esports Players: Motivation and Physical Activity Levels. International Journal of Environmental Research and Public Health, 19(4), 2256.

Stadtmann, G., Moritz, K.-H., & Schöber, T. (2020). Product differentiation in video games: A closer look at Fortnite’s success. Discussion Paper No. 419.

Reitman, J. G., Anderson, C. G., Deppe, M., & Steinkuehler, C. (Eds.). (2020). Esports Research Conference. Proceedings on the 2019 Esports Research Conference, Pittsburgh, USA. ETC Press.

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Witkowski, E. (2009). Probing the Sportiness of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 53-56), Norderstedt, Germany: Books on Demand GmbH.

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.

Rodríguez-Piñero, L. M. T. (2018). Principios Legales De Los Videojuegos De Los E-Sports. Madrid: Síntesis.

Stadtmann, G., Moritz, K.-H., & Schöber, T. (2020). Price Differentiation in Video Games: A Closer Look at the Free-to-Play Segment. IUP Journal of Business Strategy 17 (2), 34-43.

Pollack, C. C., Kim, J., Emond, J. A., Brand, J., Gilbert-Diamond, D., & Masterson, T. D. (2020). Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch. Public…

Kósa, G., Feher, G., Horvath, L., Zadori, I., Nemeskeri, Z., Kovacs, M., ... & Tibold, A. (2022). Prevalence and Risk Factors of Problematic Internet Use among Hungarian Adult Recreational Esports Players. International Journal of Environmental…

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.

González, P. (2022). Prediction of mental strength from the satisfaction of basic needs in CABA and GBA esports players. Interacciones, e261-e261.

Rubin, A. (2022). Predicting Round and Game Winners in CSGO.

Inzitari, T., Lyons, B., & Al Islam, M. N. (2022). Predicting pick-ban sequence in League of Legends games.

Grutzik, P., Higgins, J., & Tran, L. (2017). Predicting Outcomes of Professional DotA 2 Matches. Working Paper

Švec, O. (2022). Predicting Counter-Strike Game Outcomes with Machine Learning.

Pusponugroho, H., Setyanto, A., & Hartanto, A. D. (2022, November). Predict the victory of the Freefire Esport Master League tournament using Naïve Bayes. In AIP Conference Proceedings (Vol. 2658, No. 1, p. 090004). AIP Publishing LLC.

Jenny, S., Hushman, G., & Hushman, C. (2013). Pre-service Teachers’ Perceptions of Motion-based Video Gaming in Physical Education. International Journal of Technology in Teaching and Learning, 9(1), 96-111.

Karhulahti, V.-M. (2016). Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming. In Proceedings of the First International Joint Conference of DiGRA and FDG, 1–5 August 2016. Dundee, Scotland: Digital Games Research Association…

Hinnant, N. (2013). Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of e-Sports. Master’s thesis. Georgia State University, Atlanta, GA.

Taylor, N. T. (2009). Power Play: Digital Gaming Goes Pro. Doctoral Dissertation. York University, Toronto.

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Wolbers, P. W. (2022). Posture as stress indicator in eSports (Bachelor's thesis, University of Twente).

Carbonie, A., Guo, Z., & Cahalane, M. (2018). Positive Personal Development through eSports. PACIS 2018 Proceedings. 125.

Nothelfer, N., & Scholz, T. M. (2022). Policy Recommendation on Esports for the European Parliament.

Svensson, T., & Bucher, R. (2022). Poggers in the Chat: En kvalitativ analys av Twitch-chattens kommunikativa ritualer.

Prianto, A. A. P. (2022). Podcespots (Podcast Seputar Esports)" Rendahnya Legalitas Hukum Esports di Indonesia" (Doctoral dissertation, Universitas Multimedia Nusantara).

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

Kou, Y., & Gui, X. (2014). Playing with Strangers: Understanding Temporary Teams in League of Legends. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (pp. 161-169). ACM

Horrigan, M. (2022). Playing for the Legend in the Age of Empires II Online Community. Press Start, 8(1), 20-40.

Paravizo, E., & Luvizoto de Souza, R. R. (2018). Playing for Real: An Exploratory Analysis of Professional Esports Athletes’ Work. IEA 2018: Proceedings of the 20th Congress fo the International Ergonomics Association: 507–515.

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).…

Scully-Blaker, R., Begy, J., Consalvo, M., & Ganzon, S. (2017). Playing along and playing for on Twitch: Livestreaming from tandem play to performance.

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

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Player-centric Networks in League of Legends. Social Networks, 55, 149-159.

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.…

Välisalo, T., & Ruotsalainen, M. (2022). Player Reception of Change and Stability in Character Mechanics. Modes of Esports Engagement in Overwatch, 67.

Witkowski, E., & Manning, J. (2019). Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices. Convergence The International Journal of Research into New Media Technologies, 1–17.

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

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.

Ståhl, M., Rusk, F. (2020). Player customization, competence and team discourse: exploring player identity (co)construction in Counter-Strike: Global Offensive. Game Studies 20(4).

Rusk, F., Ståhl, M., & Silseth, K. (2021). Player Agency, Team Responsibility, and Self-Initiated Change: An Apprentice's Learning Trajectory and Peer Mentoring in Esports. In M. Harvey, & R. Marlatt (Ed.), Esports Research and Its Integration in…

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

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Törhönen, M., Hassan, L., Sjöblom, M., & Hamari, J. (2019). Play, playbour or labour? The relationships between perception of occupational activity and outcomes among streamers and YouTubers. In: Proceedings of the 52nd Hawaii International…

Seula, R., Amaro, M., & Fragoso, S. (2018). Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer. DIGRA

Taylor, N. T. (2016). Play to the Camera: Video Ethnography, Spectatorship, and e-Sports. Convergence, 22(2), 115-130.

Taylor, N. T. (2011). Play Globally, Act Locally: The Standardization of Pro Halo 3 Gaming. International Journal of Gender, Science and Technology, 3(1).

Taylor, T. L. (2006). Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press.

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Pargman, D., & Svensson, D. (2019). Play as Work: On the Sportification of Computer Games. Digital Culture & Society, 5(2), 15-40.

Pérez-Fuster Herrera, E. (2022). Plan de empresa para la puesta en marcha de una empresa dedicada a los eventos deportivos ValenGame 2020 (Doctoral dissertation, Universitat Politècnica de València).

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.

Leavitt, A., Keegan, B. C., & Clark, J. (2016). Ping to Win?: Non-verbal Communication and Team Performance in Competitive Online Multiplayer Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 4337-4350). ACM.

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.

Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., Douris, P., Zwibel, H., & DiFrancisco-Donoghue, J. (2020). Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming, Frontiers in Psychology, 11, 1-6.

McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Journal of Electronic Gaming and Esports.

Krause, J. M., & Jenny, S. E. (2023). Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs. Sagamore Publishing.

Pereira, A. M., Verhagen, E., Figueiredo, P., Seabra, A., Martins, A., & Brito, J. (2021). Physical Activity Levels of Adult Virtual Football Players. Frontiers in Psychology, published online 26 March 2021.

Sakamoto, T. (2022). Phenomenological Critique of the esports Experience: Focusing on Similarities with Drone Weapons. International Journal of Sport and Health Science, 202141.

Walzel, S., & Schubert, M. (2018). Perspektiven des Sportsponsorings. Springer Gabler: Berlin, Heidelberg.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.
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