Browse Items (1773 total)

Henry, C. (2022). Establishing a Conference Esports Program and Related Legal Issues: for Collegiate Esports. In Understanding Collegiate Esports (pp. 139-150). Routledge.

Hentsch, C.-H. (2018). Die Urheberrechte der Publisher bei eSport: vertragliche Ausgestaltung der Rechteeinräumung bei Computerspielen. Multimedia und Recht, 3-6.

Hesketh, J. M. (2022). Learning Team-Based Esport Games: Success Factors in Learning from Spectating (Doctoral dissertation, University of York).

Hewitt, E. (2014). Will eSports Ever Become Widely Accepted as Official Sports and How will they Affect the Way we Entertain Ourselves if They do? Computers for Everyone, 81-83.

Higgins, M. G. (2020). Esports. Saddleback Educational Publishing.

Hilgert, F., & Eickhoff, V. (2018). Jugenschutz im eSport: Rechtsfragen und Regelungen für minderjährige Spieler und Zuschauer bei eSport-Veranstaltungen. Multimedia und Recht, 16-19.

Hiltscher, D. (2010). My Slightly Confused Memories of CPL 2004. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 28–30). Norderstedt: Books on Demand GmbH.

Hiltscher, J. (2015). A Short History of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 9–14). Norderstedt: Books on Demand GmbH.

Hiltscher, J. (2019). eSports is a Sport, But One-Sided Training Overshadows Its Benefits for Body, Mind and Society. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 44–48). Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2017). eSports Yearbook 2015/16. Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2019). eSports Yearbook 2017/18. Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2019). The Road Ahead: Understanding eSports for Planning the Future. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 7–8). Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2021). eSports Yearbook 2019/20. Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2021). Going Back in Time and "Home". In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (p. 8). Norderstedt: Books on Demand.

Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.

Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An Exploration of Mental Skills Among Competitive League of Legend Players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1–21.

Hing, N., Lole, L., Russell, A. M., Rockloff, M., King, D. L., Browne, M., ... & Greer, N. (2022). Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling. Plos one, 17(5), e0266571.

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.

Hintermüller, M., & Horky, T. (2020). eSport und Medien: Warum ist oder sollte eSport für traditionelle Medien ein Thema sein? In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 143–160). Wiesbaden: Springer Gabler.

Hisatsune, K., Otsuki, T., Hagiwara, G., Isogai, H., & Yamakawa, T. (2022). Heart Rate Variability Indices May Change Accompanying Cognitive Skills Improvement in eSports Tasks. Journal of Digital Life, 2.

Hjorth, L., & Chan, D. (2009). Locating the Game: Gaming Cultures in/and the Asia-Pacific. New York, NY: Routledge.

Ho, S. (2019). Nationalism in a Virtual World: A League of Legends Case Study. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 74–96). Norderstedt: Books on Demand GmbH.

Ho, W.K., Sum, K.W.R. & Tang, D. A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence. Curr Psychol (2024). https://doi.org/10.1007/s12144-024-05997-4

Hodge, V., Devlin, S., Sephton, N., Block, F., Drachen, A., & Cowling, P. (2017). Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games. arXiv Preprint

Hoffman, J. L., Pauketat, R., & Varzeas, K. A. (Eds.). (2022). Understanding Collegiate Esports: A Practitioner’s Guide to Developing Community and Competition. Taylor & Francis.

Hohlfeld, L. (2022). Gaming Communities.

Holden, J. T., & Baker, T. A. (2019). The Econtractor? Defining the Esports Employment Relationship. American Business Law Journal, 56(2), 391-440.

Holden, J. T., Edelman, M., & Baker, T. A. (2020). A Short Treatise On Esports and the Law: How America Regulates Its Next National Pastime. University of Illinois Law Review, 2, 509-581.

Holden, J. T., Kabourakis, A., Tweedie, J. W. (2019). Virtue(al) Games — Real Drugs. Sport, Ethics and Philosophy, 13(1), 19-32.

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Holden, J. T., Kaburakis, A., & Rodenberg R. M. (2017). The Future is Now: eSports Policy Considerations and Potential Litigation. Journal of Legal Aspects of Sport, 27, 46–78.

Holden, J. T., Kaburakis, A., & Rodenberg, R. M. (2018). Esports: Children, Stimulants, and Video Gaming-induced Inactivity. Journal of Paediatrics and Child Health, 54(8), 830–831.

Holden, J. T., Rodenberg, R. M., & Kaburakis, A. (2017). Esports Corruption: Gambling, Doping, and Global Governance. Maryland Journal of Internation Law, 32(1), 236-273.

Hollist, K. E. (2015). Time to be Grown-ups About Video Gaming: The Rising eSports Industry and the Need for Regulation. Arizona Law Review, 57, 823-847.

Holt, J. (2016). Virtual Domains for Sports and Games. Sport, Ethics and Philosophy, 10(1),5-13.

Hölzle, K., Kullik, O., Rose, R., & Teichert, M. (2022). The digital innovation ecosystem of eSports: a structural perspective. In Handbook on Digital Business Ecosystems. Edward Elgar Publishing.

Hong, H. J., Wilkinson, G., & Rocha, C. M. (2022). The Relationship Between Basic Needs Satisfaction, Self-determined Motivation, and Burnout in Korean Esports Players. Journal of Gambling Studies, 1-16.

Hong, J. C., Juan, H. C., & Hung, W. C. (2022). The role of family intimacy in playing collaborative e-sports with a Switch device to predict the experience of flow and anxiety during COVID-19 lockdown. Computers in Human Behavior, 132, 107244.

Hong, S. J., & Lee, S. K. (2022, October). Detecting In-Game Play Event in Live Esports Stream. In 2022 13th International Conference on Information and Communication Technology Convergence (ICTC) (pp. 1929-1931). IEEE.

Honkanen, N. (2022). Developing sports marketing in Finland: case: Urheiluverkosto. fi.

Hope, A. (2014). The Evolution of the Electronic Sports Entertainment Industry and its Popularity. In J. Sharp & R. Self (Eds.), Computers for Everyone (pp. 87-89).

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

Horstmann, M. (2012). League of Legends, Mass Market Product or Great eSports Title?. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 83–88). Norderstedt: Books on Demand GmbH.

Horstmann, M. (2015). A Magical Moment in Katowice? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 36–38). Norderstedt: Books on Demand GmbH.

Howard, M. (2018). Esport: Professional League of Legends as Cultural History. Master’s thesis. University of Houston, Houston, TX.

Howard, M. J. (2019). In Hushed Voices: Censorship and Corporate Power in Professional League of Legends 2010-2017. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 28–43). Norderstedt: Books on Demand GmbH.

Hu, K. (2019). The Human Behind the Controller: A Look Into the World of Competitive Smash Bros. and Esports.

Hu, M., Zhang, M., & Wang, Y. (2017). Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Computers in Human Behavior, 75, 594-606.

Hua, Y. T., Liu, K. Y., Huang, H. C., Rotherham, I. D., & Ma, S. C. (2023). Testing Variation in Esports Spectators’ Motivations in Relation to Consumption Behaviour. Sustainability, 15(3), 2028.

Huang, H., Xu, J. H., Ling, X., & Paliyawan, P. (2022). Sentence Punctuation for Collaborative Commentary Generation in Esports Live-Streaming. In 2022 IEEE International Conference on Consumer Electronics (ICCE) (pp. 1-2). IEEE.

Huettermann, M., Trail, G. T., Pizzo, A. D., & Stallone, V. (2020). Esports Sponsorship: An Empirical Examination of Esports Consumers’ Perceptions of Non-Endemic Sponsors. Journal of Global Sport Management, 1-26.

Huhh, J. (2008). Culture and Business of PC Bangs in Korea. Games and Culture, 3(1), 26–37.

Huk, T. (2019). The Social Context of the Benefits Achieved in eSport. The New Educational Review, 55, 160-169.

Hulaj, R., Nyström, M. B. T., Sörman, D. E., Backlund, C. Röhlcke, S., & Jonsson, B. (2020). A Motivational Model Explaining Performance in Video Games, Frontiers in Psychology, 11, 1-12.

Hums, M. A., & MacLean, J. C. (2018). Governance and Policy in Sport Organizations. Routledge.

Hunt Estevez, C., Jones, J., Shrestha, S., & Vincenti, G. (2021). Serious Games in STEM: Online Collaborative Design of a Lunar Simulator. In International Conference on Human-Computer Interaction (pp. 223-235). Springer, Cham.

Huston, C., Cruz, A. G. B., & Zoppos, E. (2021). Dimensionalizing esports Consumption: Alternative journeys to professional play. Journal of Consumer Culture, published online.

Hutchins, B. (2008). Signs of Meta-change in Second Modernity: The Growth of e-Sport and the World Cyber Games. New Media and Society, 10(6), 851–869.

Hutchins, B. & Rowe, D. (2012). Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. London: Routledge.

Hwang, J. (2022). Cheating in E-Sports: A Proposal to Regulate the Growing Problem of E-Doping. Northwestern University Law Review, 116(5), 1283-1318.

Hwang, J., & Kim, J. (2022). Exploring College Students’ Perceptions of Esports and Esports Academic Programs. Sport Management Education Journal, 1(aop), 1-11.

Hwang, Y., Watanabe, N. M., & Nagel, M. (2022). Effects of in-game brand congruity on esports consumers' implicit and explicit memory. International Journal of Sports Marketing and Sponsorship, (ahead-of-print).

Ibrahim, F., & Lewis, L. (2020). Just a Game? Adoption of Franchising in Esports. Franchise Law Journal, 39(3), 371-386.

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

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

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.

Irwin, S., Naweed, A., & Lastella, M. (2021). "You gotta understand the context of this though": Preliminary insights on perceptions of trash talk across esport communities. Proceedings of DiGRA Australia 2021

Irwin, S., Naweed, A., & Lastella, M. (2022). Is is toxic? Banter? Or just talking shit? Applying the AACTT framework to understand trash talk behaviour in esports.

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

Ismangil, M., & Fung, A. (2021). eSports: A Chinese sport? In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Iwatsuki, T., Hagiwara, G., & Dugan, M. E. (2022). Effectively optimizing esports performance through movement science principles. International Journal of Sports Science & Coaching, 17(1), 202-207.

Jackson, J. (2021). Risks in eSports and Company Stakeholder Responsibility. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 115-136). Norderstedt: Books on Demand.

Jacobs, N., & Booth, P. (2021). Converging experiences, converging audiences: An analysis of doctor who on Twitch. Convergence, 27(5), 1324-1342.

Jacobson, J. M. (2021). The Essential Guide to the Business & Law of Esports & Professional Video Gaming. Boca Raton: CRC Press.

Jagersberger, T. (2016). Virtual Reality eSport: welche Entwicklungen müssen im Virtual Reality Bereich stattfinden, um eSport mit Virtual Reality-Devices verbinden zu können? Master Thesis. Fachhochschule Salzburg, Salzburg.

Jagnow, H., & Baumann, A. (2018). eSport aus verbandlicher Perspektive: Rechtsbegriff, Regulierungspraxis und aktuelle rechtliche Herausforderungen. MultiMedia und Recht, 8/2018, 12-15.

Jain, S., Niranjan, D., Lamba, H., Shah, N., & Kumaraguru, P. (2019). Characterizing and detecting livestreaming chatbots. In Proceedings of the 2019 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (pp. 683-690).

Jalal, N. M., Amaliah, R., Wardhani, R. C. A., Rifqah, R., Muhammad, F., & Ajra, M. F. (2022). Pengaruh Strategi Ketangguhan Mental Terhadap Motivasi Berprestasi Atlet. Aksara: Jurnal Ilmu Pendidikan Nonformal, 8(2), 809-814.

Jalonen, H. (2019). The Value of E-Sports Is in the Eye of the Beholder, But Can E-Sports Operators Influence What the Spectators See? Advances in Applied Sociology, 9, 306-329.

Jang, W. W., & Byon K. K. (2020). Antecedents of Esports Gameplay Intention: Genre as a Moderator. Computers in Human Behavior, 109.

Jang, W. W., & Byon, K. K. (2019). Antecedents and Consequence Associated with eSports Gameplay. International Journal of Sports Marketing and Sponsorship, 21(1), 1-22.

Jang, W. W., Byon, K. K., Baker, T. A., & Tsuji, Y. (2020). Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast, Sport, Business and Management, published online…

Jang, W. W., Kim, K. A., & Byon, K. K. (2020). Social Atmospherics, Affective Response, and Behavioral Intention Associated With Esports Events, Frontiers in Psychology, 11, 1-11.

Jankowski, M. (2018). The Modern Nerd's Guide to Esports. Gareth Stevens Publishing.

Jansz, J., & Martens, L. (2005). Gaming at a LAN Event: The Social Context of Playing Video Games. New Media & Society, 7, 333–355.

Janusz, A., Slezak, D., Stawicki, S., & Stencel, K. (2018). SENSEI: An Intelligent Advisory System for the eSport Community and Casual Players. 2018 IEEE/WIC/ACM International Conference on Web Intelligence (WI).

Jarrett, J. (2016). Critically Approaching the Playful and Participatory Genealogy of MOBAs. In DiGRA/FDG.

Jenny, S. & Schary, D. (2014). Exploring the Effectiveness of Learning American Football Through Playing the Video Game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 72-87.

Jenny, S. E. (2022). Track chair: Esports and education. Jönköping University.

Jenny, S. E., & Pastore, R. (2023). A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction. Elsevier.

Jenny, S. E., & Schary, D. P. (2016). Virtual and “Real-life” Wall/Rock Climbing: Motor Movement Comparisons and Video Gaming Pedagogical Perceptions. Sports Technology, 8(3), 100-111.

Jenny, S. E., & Schary, D. P. (2015). Motion-based Video Game and Authentic Wall/Rock Climbing: Motivations and Perceptions of Novice Climbers. International Journal of Technology in Teaching and Learning, 11(1), 35-49.

Jenny, S. E., Chung, J. J., Rademaker, S. M., & Schary, D. P. (2017). Learning a Sport Through Video Gaming: A Mixed-methods Experimental Study. Loading… Journal of the Canadian Gaming Studies Organization, 10(17), 1-20.

Jenny, S. E., Chung, J., & Krause, J. M. (2022). Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention. Creative Commons.

Jenny, S. E., Gawrysiak, J., & Besombes, N. (2021). Current Landscape of Higher Education Performance
and Health-Related Esports Academic Programming. Association for Computing Machinery.

Jenny, S. E., Keiper, M. C., ^Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues: A New Sport Business Opportunity. Journal of Applied Sport Management.

Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues. Journal of Applied Sport Management, 10(1), 34-49.

Jenny, S. E., Krause, J. M., & Armstrong, T. (2021). Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy. Human Kinetics

Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2016). Virtual(ly) Athletes: Where eSports fit Within the Definition of ‘Sport’. Quest, 69(1), 1-18.

Jenny, S. E., Noble, K. M., Schary, D. P., & Hamill, S. D. (2018). Virtual and Authentic Tennis: Differences and Similarities of Three Common Tennis Strokes Performed by Collegiate Players. FACTA UNIVERSITATIS Series: Physical Education and Sport,…

Jenny, S., Gawrysiak, J., & Besombes, N. (2021). Esports.edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula. International Journal of Esports.
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