Browse Items (1774 total)

Zyza, J. (2022). Esports Fans as Players and Their Motivations to Spectate Esports: Case of League of Legends.

Zwibel, H., DiFrancisco-Donoghue, J., DeFeo, A., & Yao, S. (2019). An Osteopathic Physician’s Approach to the Esports Athlete. The Journal of the American Osteopathic Association, 119(11), 756-762.

Zolides, A. (2021). Gender moderation and moderating gender: Sexual content policies in Twitch’s community guidelines. New Media & Society, 23(10), 2999-3015.

Zolides, A. (2015). Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding. Persona Studies, 1(2), 42-53.

Zimmer, F., & Scheibe, K. (2019). What drives streamers? Users’ characteristics and motivations on social live streaming services. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Zhuang, W., Yin, K., Zi, Y., & Liu, Y. (2020). Non-Invasive Brain Stimulation: Augmenting the Training and Performance Potential in Esports Players, brain sciences, 10(7), 454-467.

Zhu, Y., Yin, J., Yang, Z., & Cheng, Z. (2022). City Network and Industry Evolution: Case of the Esports Industry in the Yangtze River Delta, China. Journal of Urban Planning and Development, 148(3), 04022028.

Zhu, L. (2018). Masculinity’s New Battle Arena in International E-Sports: The Games Begin. In N. Taylor & G. Vorhees (Eds.), Masculinities in Play (pp. 229-247). New York, NY: Palgrave Macmillan.

Zhouxiang, L. (2022). A History of Competitive Gaming. Routledge.

Zhou, Y., & Farzan, R. (2021). Designing to Stop Live Streaming Cyberbullying: A case study of Twitch Live Streaming Platform. In C&T'21: Proceedings of the 10th International Conference on Communities & Technologies-Wicked Problems in the Age of…

Zhong, Y., Guo, K., Su, J., & Chu, S. K. W. (2022). The impact of esports participation on the development of 21st century skills in youth: A systematic review. Computers & Education, 104640.

Zhao, Y., & Zhu, Y. (2020). Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Journal of Cultural Studies

Zhao, Y., & Lin, Z. (2020).Umbrella platform of Tencent eSports industry in China. Journal of Cultural Economy.

Zhao, Y., & Lin, Z. (2020). Umbrella Platform of Tencent eSports Industry in China. Journal of Cultural Economy, 1-17.

Zhao, Q., Chen, C. D., Cheng, H. W., & Wang, J. L. (2018). Determinants of live streamers’ continuance broadcasting intentions on Twitch: A self-determination theory perspective. Telematics and Informatics, 35(2), 406-420.

Zhao, K., Lu, Y., Hu, Y., & Hong, Y. (2018). Change, we can believe in: Examining spillover effect of content switching on live streaming platform. In 39th International Conference on Information Systems, ICIS 2018. Association for Information…

Zhao, K., Hu, Y., Hong, Y., & Westland, J. C. (2019). Understanding characteristics of popular streamers on live streaming platforms: evidence from Twitch. tv. Journal of the Association for Information Systems, Forthcoming.

Zhang, Y., & Liu, R. (2022, March). Economic Sources behind the Esports Industry. In 2022 7th International Conference on Financial Innovation and Economic Development (ICFIED 2022) (pp. 643-648). Atlantis Press.

Zhang, S., Liu, W., Han, W., Xie, J., & Sun, M. (2022). Influence mechanism of tourists' impulsive behavior in E-sports tourism: Mediating role of arousal. Tourism Management Perspectives, 44, 101032.

Zhang, J. (2022). Understanding Personal Motivation between Willingness to Participate in E-sports and Potential Consumption (Doctoral dissertation).

Zhang, C., Liu, J., Ma, M., Sun, L., & Li, B. (2017). Seeker: Topic-aware viewing pattern prediction in crowdsourced interactive live streaming. In Proceedings of the 27th Workshop on Network and Operating Systems Support for Digital Audio and Video…

Zhang, C., Liu, J., & Wang, H. (2017). Cloud-assisted crowdsourced livecast. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 13(3s), 1-22.

Zhang, C., Liu, J., & Wang, H. (2016). Towards hybrid cloud-assisted crowdsourced live streaming: Measurement and analysis. In Proceedings of the 26th International Workshop on Network and Operating Systems Support for Digital Audio and Video (pp.…

Zhang, C., & Liu, J. (2015). On crowdsourced interactive live streaming: a twitch. tv-based measurement study. In Proceedings of the 25th ACM workshop on network and operating systems support for digital audio and video (pp. 55-60).

Zendle, D. (2020). Beyond Loot Boxes: A Variety of Gambling-Like Practices in Video Games are Linked to Both Problem Gambling and Disordered Gaming. PeerJ, 8. 1-26.

Zarrabi, S. A., & Jerkrot, H. N. (2016). Value Creation and Appropriation in the eSports Industry. Master’s thesis. Chalmers University of Technology, Gothenburg.

Zanin, N. (2018). The Impact of Leadership on Virtual Team Satisfaction and Viability: the Role of Performance Monitoring and Team Work Engagement (Master’s thesis). Universidade Católica Portuguesa.

Zambrano, C. (n.d.). Esports: Your Introduction to Esports: How To Start Developing Your Skillset.

Zambrano, C. (2014). Yout Introduction to Esports: How To Start Making Your Skills Tournament Worthy (Havok Book 1).

Zaib Abbasi, A., Alqahtani, N., Tsiotsou, R. H., Rehman, U., & Hooi Ting, D. (2023). Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement.

Zagala, K., & Strzelecki, A. (2019). eSports Evolution in Football Game Series. Physical Culture and Sport. Studies and Research, 83, 50-62.

Zadtootaghaj, S., Barman, N., Schmidt, S., Martini, M. G., & Möller, S. (2018). NR-GVQM: A no reference gaming video quality metric. In 2018 IEEE International Symposium on Multimedia (ISM) (pp. 131-134). IEEE.

Yusoff, N. H., & Yunus, Y. H. M. (2021). Male Dominant Sport: The Challenges of Esports Female Athletes. Social Sciences & Humanities, 29(2), 1415-1429.

Yunanri, W., & Measer, A. (2022). SISTEM INFORMASI MANAJEMEN EVENT ELETRONIC SPORT (E-SPORT) BERBASIS WEB PADA KOMUNITAS ESPORT Indonesia WILAYAH KABUPATEN SUMBAWA. Jurnal Manajemen Informatika dan Sistem Informasi, 5(2), 109-115.

Yue Meng-Lewisa, Y., Wong, D., Zhao, Y. & Lewis, G. (2021). Understanding complexity and dynamics in the career development of eSports athletes. Sport Management Review

Yu, W. B., Beres, N. A., Robinson, R. B., Klarkowski, M., & Mirza-Babaei, P. (2022, April). Exploring Esports Spectator Motivations. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-6).

Yu, V., Paola, K., Alvarez, B., & Chen, V. H. H. (2021). Game streamers’ practices on Twitch and management of well-being. Journal of Communication Technology, Association for Education in Journalism and Mass Communication, 54-77.

Yu, H. (2018). Game On: The Rise of the eSports Middle Kingdom. Media Industries, 5(1), 88-105.

Yu, D. R., Chu, C. C., Lai, H. C., & Huang, J. L. (2020). Social Attentive Network for Live Stream Recommendation. In Companion Proceedings of the Web Conference 2020 (pp. 24-25).

Yu, B., Brison, N. T., & Bennett, G. (2022). Why do women watch esports? A social role perspective on spectating motives and points of attachment. Computers in Human Behavior, 127, 107055.

Yoon, T.-J., & Jin, D. Y. (2017). The Korean Wave: Evolution, Fandom and Transnationality. Latham, Lexington Books.

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Yoganathan, V., Osburg, V. S., & Stevens, C. J. (2021). Freedom and giving in game streams: A Foucauldian exploration of tips and donations on Twitch. Psychology & Marketing, 38(6), 1001-1013.

Yee, Z. Y. (2022). Online esports competitive team finder web app with built-in tournament creator, custom lobby match-up and profile ratings based on participations and compliments (Doctoral dissertation, UTAR).

Yang, Z., Pan, Z., Wang, Y., Cai, D., Shi, S., Huang, S. L., ... & Liu, X. (2022). Interpretable Real-Time Win Prediction for Honor of Kings--a Popular Mobile MOBA Esport. IEEE Transactions on Games.

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

Yang, Y. C., Lee, Y. H., Lee, S. H., & Chang, S. (2020). A Novel Approach to Predicting Live-Stream Subscribers. In Proceedings of the 7th Multidisciplinary in International Social Networks Conference and The 3rd International Conference on…

Yang, Y. (2020). Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements.

Yang, T. W., Shih, W. Y., Huang, J. L., Ting, W. C., & Liu, P. C. (2013). A hybrid preference-aware recommendation algorithm for live streaming channels. In 2013 Conference on Technologies and Applications of Artificial Intelligence (pp. 188-193).…

Yang, S., Lee, C., Shin, H. V., & Kim, J. (2020). Snapstream: Snapshot-based interaction in live streaming for visual art. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Yan, J. (2018). How Does Match-Fixing Inform Computer Game Security? Cambridge International Workshop on Security Protocols XXVI, 166–170.

Yamagata, K., Yamagata, L. M., & Abela, M. (2022). A review article of the cardiovascular sequalae in esport athletes: a cause for concern?. Hellenic Journal of Cardiology.

Xue, H., Newman, J. I., & Du, J. (2019). Narratives, Identity and Community in Esports. Leisure Studies, ,8(6), 845-861.

Xu, Y. (2023). The Evolving eSports Landscape: Technology Empowerment, Intelligent Embodiment, and Digital Ethics. Sport, Ethics and Philosophy, 1-13.

Xiao, X., Chian Tan, F. T., Lim, E. T. K., Henningsson, S., Vatrapu, R., Hedman, J., Tan, C. W., Clemenson, T., Mukkamala, R. R., & Van Hillegersberg, J. (2018). Sports Digitalization: An Overview and A Research Agenda. Paper presented at 38th…

Xiao, M. (2019). Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action. Communication & Sport, 8(1), 92-122.

Xia, B., Wang, H., & Zhou, R. (2019). What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2. Games and Culture, 14(5), 498-522.

Xi, X., Xi, B., Miao, C., Yu, R., Xie, J., Xiang, R., & Hu, F. (2022). Factors influencing technological innovation efficiency in the Chinese video game industry: Applying the meta-frontier approach. Technological Forecasting and Social Change, 178,…

Xenopoulos, P., Rulff, J., & Silva, C. (2022). Ggviz: Accelerating large-scale esports game analysis. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-22.

Xenopoulos, P., Freeman, W. R., & Silva, C. (2022, April). Analyzing the Differences between Professional and Amateur Esports through Win Probability. In Proceedings of the ACM Web Conference 2022 (pp. 3418-3427).

Xenopoulos, P., & Silva, C. (2022). ESTA: An Esports Trajectory and Action Dataset. arXiv preprint arXiv:2209.09861.

Wulf, T., Schneider, F. M., & Queck, J. (2021). Exploring viewers' experiences of parasocial interactions with videogame streamers on twitch. Cyberpsychology, Behavior, and Social Networking, 24(10), 648-653.

Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and culture, 15(3), 328-346.

Woolhouse, R. A. (2022). Validation of the diagnostic criteria of Internet Gaming Disorder in the DSM-V among the esports community (Doctoral dissertation, University of Surrey).

Woodcock, J., & Johnson, M. R. (2019). Live streamers on Twitch. tv as social media influencers: Chances and challenges for strategic communication. International journal of strategic communication, 13(4), 321-335.

Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813-823.

Woodcock, J., & Johnson, M. R. (2018). Work, Play, and Precariousness: An Overview of the Labour Ecosystem of Esports. Working Paper.

Wood, L., Hoeber, O., Snelgrove, R., & Hoeber, L. (2019). Computer Science Meets Digital Leisure: Multiple Perspectives on Social Media and eSports Collaborations. Journal of Leisure Research, 50(5), 425-437.

Wongkar, M., Kindangen, P., & Gunawan, E. (2022). EXPLORING IMPULSIVE BUYING OF ESPORT PLAYER AMONG SAM RATULANGI UNIVERSITY STUDENTS. Jurnal EMBA: Jurnal Riset Ekonomi, Manajemen, Bisnis dan Akuntansi, 10(4), 705-716.

Wong, T. (2012). Dota 2 and Its Trouble in South East Asia. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 62–65). Norderstedt: Books on Demand GmbH.

Wong, J. A. (2022). APRU 2021 Competition-2nd Prize for Health and Wellness in Esports. International Journal of Esports, 2(2).

Wong, D., & Meng-Lewis, Y. (2022). Esports: an exploration of the advancing esports landscape, actors and interorganisational relationships. Sport in Society, 1-27.

Wong, D., & Meng-Lewis, Y. (2022). Esports diplomacy–China’s soft power building in the digital era. Managing Sport and Leisure, 1-23.

Wolf, C., & Krämer, F. (2022). Women in Esports: A Qualitative Study on Shared Experiences of Women in the Esports Industry.

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

Wohn. D. Y., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture, 15(1). 73-88.

Wohn, D. Y., Freeman, G., & McLaughlin, C. (2018). Explaining viewers' emotional, instrumental, and financial support provision for live streamers. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13).

Wohn, D. Y., & Freeman, G. (2020). Audience management practices of live streamers on Twitch. In ACM International Conference on Interactive Media Experiences (pp. 106-116).

Wohn, D. Y. (2019). Volunteer moderators in twitch micro communities: How they get involved, the roles they play, and the emotional labor they experience. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-13).

Woerlein, A. H. (2022). Die rechtliche Zukunft der Online-Sportwette.

Wodarczyk, S., & von Mammen, S. (2020). Emergent multiplayer games. In 2020 IEEE Conference on Games (CoG) (pp. 33-40). IEEE.

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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Witkowski, E., Hutchins, B., & Carter, M. (2013). E-sports on the Rise?: Critical Considerations on the Growth and Erosion of Organized Digital Gaming Competitions. IE ’13 Proceedings of The 9th Australasian Conference on Interactive Entertainment:…

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.

Witkowski, E. (2022). Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development. Games and Culture, 15554120221084449.

Witkowski, E. (2018). Doing/Undoing Gender with the Girl Gamer in High-Performance Play. Feminism in Play, 185-203.

Witkowski, E. (2018). Sensuous Proximity in Research Methods with Expert Teams, Media Sports, and eSports Practices. MediaKultur: Journal of Media and Communication Research, 34(64), 31-51.

Witkowski, E. (2014). Competition and Cooperation. in B. Perron and M. J. Wolf (Eds.), The Routledge Companion to Video Game Studies. New York: Routledge.

Witkowski, E. (2013). Eventful masculinities: Negotiations of Hegemonic Sporting Masculinities at LANs. In M. Consalvo, K. Mitgutsch, & A. Stein (Eds.) Sports Videogames. New York: Routledge.

Witkowski, E. (2012). Inside the Huddle: The Sociology and Phenomenology of Team Play in Networked Computer Games Doctoral dissertation. IT University of Copenhagen, Denmark.

Witkowski, E. (2012). On the Digital Playing Field: How We ‘Do Sport’ With Networked Computer Games. Games and Culture, 7, 349-374.

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.

Wirman, H., & Jones, R. (2022). Overwatch Fandom and the Range of Corporate Responses. In Modes of Esports Engagement in Overwatch (pp. 157-177). Palgrave Macmillan, Cham.

Winnan, C. D. (2016). An Entrepreneur's Guide to the Exploding World of eSports: Understanding the Commercial Significance of Counter-Strike, League of Legends and DotA 2. The Borderland Press.

Windolz, E. (2020). Governing Esports: Public Policy, Regulation and the Law. Sports Law eJournal, 1(1).

Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 525-540), Berlin: Springer.

Willimczik, K. (2019). eSport „ist“ nicht Sport–eSport und Sport haben Bedeutungen. German Journal of Exercise and Sport Research, 78-90.

Willimczik, K. (2019). eSport zwischen “Sport” und “Nicht-Sport” – Wegweisung für eine sachliche Diskussion. DOSB

Williamson, M. (2022). Esport co-streaming and spectator motivations.

Williams, D. P., Tutka, P., Gawrysiak, J., Jenny, S. E. (2021). NCAA e-sports 20XX: an analysis of radical innovation adoption through firm collaboration. International Journal Sport Management and Marketing.

Widyaningsih, R., Budi, D. R., Listiandi, A. D., Wildan, Q., Rusdiyanto, R. M., Yudha, B. A. R., & Irawan, R. (2021). eSport and Philosophy Behind: A Literature Review. Annals of Tropical Medicine & Public Health, 24(S03): SP24348.
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