Racing with the industry: an interview on motorsports, esports, livestreaming and the COVID-19 pandemic
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
Witkowski, E., Midgley, G., Stein, Abe, Miller, G, & Diamond, J.
오버워치 캐릭터의 성격과 체형이 게이머에 따라 다르게 인식될까 (Can the biopsychological feature of Overwatch characters be perceived differently depending on the gamers?)
Chae, H., & Lee, SJ. (2021). 오버워치 캐릭터의 성격과 체형이 게이머에 따라 다르게 인식될까. e스포츠연구, 3(1), 1-14
The International Society for eSports Studies
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Zwischen jugendgefährdenden Medien und Alterskennzeichnungen: Jugendschutzrechtliches zum eSport in Österreich (Between liable to corrupt the young-Media and Age Ratings: Youth Protection on Esports in Austria)
Petschinka, P. (2021). Zwischen jugendgefährdenden Medien und Alterskennzeichnungen: Jugendschutzrechtliches zum eSport in Österreich. SpoPrax - Sport- und E-Sportrecht in der Praxis, 164-169.
SpoPrax - Sport- und E-Sportrecht in der Praxis
eSport: alte Rechtsfragen - neu gestellt (Esports: old legal issues - repositioned)
Piska, C., & Petschinka, P. (2019). eSport: alte Rechtsfragen - neu gestellt. ecolex - Zeitschrift für Wirtschaftsrecht, 637-639
ecolex - Zeitschrift für Wirtschaftsrecht
eSport in Österreich: eine rechtliche Navigationshilfe
Piska, C., & Petschinka, P. (2019). eSport in Österreich: eine rechtliche Navigationshilfe. Zeitschrift für Energie- und Technikrecht, 63-69
Zeitschrift für Energie- und Technikrecht
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Virtuelle Sportsimulationen in verbands- und rechtspolitischer Hinsicht (Virtual sports simulations in the context of association and legislative policies)
Nothelfer, N. & Trunk, D. (2022). Virtuelle Sportsimulationen in verbands- und rechtspolitischer Hinsicht. Sport- und E-Sportrecht in der Praxis, 66-72.
Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario
Macedo, T. & Falcão, T. (2019). Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario. In: Zagalo, N., Veloso, A., Costa, L., Mealha, Ó. (Eds.), Videogame Sciences and Arts. VJ 2019 (pp. 150-165), Springer, Cham.
E-Sports, herdeiros de uma tradição (E-Sports, heirs to a tradition)
Macedo, T. & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 45, 246-267.
At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness
Falcão, T., Marques, D., Mussa, I. & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. Gameviroments, No. 13, 382-419.
Falcão, T., Marques, D., Mussa, I. & Macedo, T.
Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond
Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.
Wetten auf eSport-Ereignisse in Deutschland und Österreich (Betting on eSports Events in Germany and Austria)
Nothelfer, N. & Petschinka, P. (2022). Wetten auf eSport-Ereignisse in Deutschland und Österreich. Sport- und E-Sportrecht in der Praxis, 20-25.
Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process
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Anyi Wan Jr, J., Alif bin Kamal, A. & bin Abd Rahman, S.
Der sozialversicherungsrechtliche Status von E-Sportlern (The Status of Esports Players under Social Security Law)
Koops, C., & Nothelfer, N. (2021). Der sozialversicherungsrechtliche Status von E-Sportlern. Neue Zeitschrift für Sozialrecht, 918-922.
Geografias dos Esports: mediações espaciais da prática competitiva na Amazônia (Esports Geographies: Spatial Mediations of Competitive Practice in the Amazon)
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Risks in eSports and Company Stakeholder Responsibility
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Kocadag, M. (2021). Revealing the eSport Athlete 3.0. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 108-114). Norderstedt: Books on Demand.
Interactivity, Ethical Behaviors, And Transmediation in eSports: An Analysis of Pokémon Through Uses and Gratifications Theory
Armstrong, K. (2021). Interactivity, Ethical Behaviors, And Transmediation in eSports: An Analysis of Pokémon Through Uses and Gratifications Theory. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 84-107). Norderstedt: Books on Demand.
Assembling Intercultural Teams in eSports - Implications from the League of Legends European Championship
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Does eSports Industry Need State Recognition? A Brief Analysis in the Light of French Law
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Are 'Olympic' eSports Morally Justifiable?
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The Power of Videogame Publishers as a Threat to eSports Sponsors
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eSports: Mass Sport and Its Role in Germany
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Dynamic Capabilities in Professional eSports Teams
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From electronic heroin to created in China: game reports and gaming discourse in China 1981-2017
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Esports, espectáculo e materialidades: reflexoes sobre a prática profissional durante a pandemia de covid-19 (Esports, Spectacle and Materiality thoughts about the professional activity during the covid-19 pandemic)
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Hotel Amenities and Hidden Costs Associated With eSports Tourism in the Ukraine: Development of eSport Hospitality Opportunities
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The Role of Esports Events in the Tourism Industry: The Cases of Spain and Argentina
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Marketing and Sponsorship of Esports Without Getting Ganked: Understanding Past Research and Future Challenges
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eSports as a News Speciality Gold Rush: Communication Ecology in the Domination of Traditional Journalism Over Lifestyle Journalism
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Incorporating Key Human “High-Touch” Needs Into eSports: The Effective Game Zone
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EsportsU Digital Warrior Camp: Creating an Esports-Based Culturally Relevant Computing Living Learning Camp
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Art Education in eSports: How to Incorporate Aesthetics Into the eSport Marketing Curriculum
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Game Changers: Business and Research Opportunities in K-12 eSports
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Recruiting Faculty for Esports Programs in Academia
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Impact of eSports Upon Higher Education From a Faculty Perspective: Transformational Pathways and Opportunities
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Games, Gamification, and eSports Intersections Within Digital and Online Learning
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Soccer Esports in Europe: Brands, Partnerships, and Business Opportunities in Professional Football
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Burgeoning Growth of eCycling as an eSport
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What Competitive Chess Can Learn From eSports: Present and Future Prospects
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Pwning Noobs for Fun and Profit: eSports and Entrepreneurship
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Barriers, Issues, and Similarities Among Women in eSports and Similar Mixed Gender Sports: Ascertaining Common Ground
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eSports: Historical Review, Current State, and Future Challenges
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Handbook of Research on Pathways and Opportunities Into the Business of Esports
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Literacies at Play: Digital-Age Literacies in High School Esports
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Gamers Who Gamble: Examining the Relationship Between Esports Spectatorship and Event Wagering
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Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement
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The Essential Guide to the Business & Law of Esports & Professional Video Gaming
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Optimal Sensor Position for a Computer Mouse
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Moving Target Selection: A Cue Integration Model
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Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games
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AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization
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Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters
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A Simulation Model of Intermittently Controlled Point-and-Click Behaviour
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(Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry
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Extemporaneous Coordination in Specialist Teams: the Familiarity Complementarity
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Relevanz von Markenerweiterungsstrategien für Vereine im eSport
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Definitionen und Diskussion: Sport, Gaming und E-Sport
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Analyzing the changes in the psychological profile of professional League of Legends players during competition
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A new frontier: alcohol sponsorship activation through esports
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Legitimizing and institutionalizing eSports in the NBA 2K League
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eSports: Historical Review, Current Stte, and Future Challenges
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What Is Esports? The Past, Present, and Future of Competitive Gaming
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E-Sport Training: Lehrbuch für Trainerinnen und Trainer
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eSports – 'It's in the Game': The Naissance of a new Field of International Arbitration
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Brand Image in Esports Events. Differences between Players and Non-Players
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The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review
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Translation is Labor, and Other Contradictions - An Interview with Gatamchun
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Out of the Cafe and into the Arena - Esports Spaces and Neoliberalization in Turkey
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Golden Ticket - Money Games at the Dota 2 International Championship in China
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