Browse Items (1774 total)

Koposov, D., Semenova, M., Somov, A., Lange, A., Stepanov, A., & Burnaev E. (2020). Analysis of the Reaction Time of eSports Players through the Gaze Tracking and Personality Trait. 2020 IEEE 29th International Symposium on Industrial Electronics…

Frey, D. (2021). eSport und Recht: Handbuch. Baden-Baden: Nomos.

Naweed, A., Irwin, S. V., & Lastella, M. (2020). Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship'. Journal of Global Sport Management, 1-21.

Behnke, M., Gross, J. J., & Kaczmarek, L. D. (2020). The Role of Emotions in Esports Performance. Emotion.

Meng-Lewis, Y., Wong, D., Zhao, Y., & Lewis, G. (2020). Understanding Complexity and Dynamics in the Career Development of eSports Athletes. Sport Management Review.

Tjønndal, A., & Skauge, M. (2020). Youth Sport 2.0? The Development of eSports in Norway from 2016 to 2019. Qualitative Research in Sport, Exercise and Health, 1-18.

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.

Kartal, M. (2020). E-sports in Turkey within the Context of Globalization. Doctoral dissertation

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Rabu, G. (2017). Loot Boxes : Le Côté Obscur de Star Wars Battle!ont II [Loot Boxes : The Darkside of Star Wars Battlefront II]. Cahiers de droit du sport, 49, 39-46.

Rabu, G., (2017). Les enjeux juridiques de l'e-sport [Esports Law Issues]. In G. Rabu, M. Reverchon-Billot, and F. Rizzo (Eds.), PUAM, 622.

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

Rabu, G. (2020). Les organisateurs de compétitions de jeux vidéo con!ontés au droit d'auteur des éditeurs [Video Game Competition Organizers Facing with Publisher Copyright]. Communication commerce électronique, 7-8, 13-18

Hedlund, D., Fried, G., & Smith, R. (Eds.). (2020). Esports Business Management. Human Kinetics: Champaign.

Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sciences, 10(11), 859.

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

Webster, S. (2015). Game On: How I Became a Nintendo World Championships Finalist.

Tabak, L. (2014). In Real Life. Tuttle Publishing.

Snyder, D. (2017). Speedrunning: Interviews with the Quickest Gamers. McFarland.

Ocelote. (2015). Aquí Empiezan Tus Sueños: Alcanza El Éxito En Lo Que Te Propongas. Ediciones Martínez Roca.

García-Moreno, S., & Giner, Á. (2018). El Gran Libro de los Esports: Las Mejores Competiciones, Récords y Jugadores. Barcelona: Penguin Random House.

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

Pettman, K. (2018). Los Cracks de los eSports: Descubre los Secretos del Mundo de los Videojuegos Profesionales. ROCA EDIT.

Mieth, T. (2014). Abrufen zusätzlicher Informationen bei Videostreams im eSport: Entwicklung einer Möglichkeit zur Anzeige von zusätzlichen Informationen bei Übertragungen im Web. AV Akademikerverlag.

Schliée, M. (2011). Nutzungsforschung eSport: Motive der professionellen Nutzung von Video- und Computerspielen. VDM.

Lee, Z. (2013). eSport Mastery: Inner-Mechanics. CreateSpace Independent Publishing Platform.

Southard, L. (2013). eSport Mastery: Mental Tactics. CreateSpace Independent Publishing Platform.

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

Finch, D. J., O'Reilly, N., Abeza, G., Clark, B., Legg, D. (2019). Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities. Hershey, PA: Business Science Reference.

Kane, M. (2009). Game Boys: Triumph, Heartbreak, and the Quest for Cash in the Battleground of Competitive Videogaming. London: Penguin.

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

Fabiszak, C. K. (2013). Team Ben: A Year as a Professional Gamer.

LaPorte, D. (2016). Esport Geek Life. Bouqinbec.

Ring, R. C. (2012). The Year in Starcraft II: 2011: The Ongoing Story of the World's Greatest Esport. Double Forge Publishing.

Leunens, S. (2009). The Antwerp eSports Festival: Bringing Electronic Sports to Belgium. VDM.

Verret, V. (2018). My Video Game Training Journal (Ultra Edition): An Activity Book for Aspiring Professional Players! Createspace Independent Publishing Platform.

Mooney, C. (2017). Inside the E-Sports Industry. Norwood House Press.

San, H. (2018). The History of ESPORTS. Independently Published.

Andrejkovics, Z. (2016). The Invisible Game: Mindset of a Winning Team. CreateSpace Independent Publishing Platform.

Teslenko, D. (2020). Against All Odds: The Way To Victory. Independently published.

Verret, V. (2018). High School Esports: An Activity Book for Players and Coaches. CreateSpace Independent Publishing Platform.

Goldberg, H. (2015). The League of Legends Experience: A Year Inside The Wild, Wonderful, Riotous World Of The Planet's Most Popular eSport. Harold Goldberg Publishing.

Richards, T., & Zywiol, J. (2015). E-Sport Investing Bible: What You Ought To Know To Make Serious Money By Betting Esports. CreateSpace Independent Publishing Platform.

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.

Banks, C. (2016). eSports Revolution: How Professional Gamers and Passionate Fans Set the Stage for a New Billion-Dollar Industry. Kindle Edition.

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

Shabir, N. (2017). Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space. Independently published.

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

Sorensen, D., & Bernsen, M. (2019). Hjernen Bag Astralis. People's Press.

Fnatic & Diver, M. (2017). Challenger: Devenez un Champion de League of Legends. Michel Lafon.

Rodriguez, H., Haag, M., Abner, S., Johnson, W., Glassel, A., Musselman, R., & Wyatt, R. (2016). OpTic Gaming: The Making of eSports Champions. Dey Street Books.

Fnatic, & Diver, M. (2016). How To Be a Professional Gamer: An eSports Guide to League of Legends. Random House.

Andrejkovics, Z. (2018). A Newborn Business Esports: Discover the Industry Behind Professional Gaming. Independently published.

Chaloner, P. (2015). Talking Esports: A guide to becoming a world-class esports broadcaster.

Umehara, D. (2016). The Will to Keep Winning. Shogakukan Inc.

Chaloner, P. (2020). This is esports (and How to Spell it): An Insider's Guide to the World of Pro Gaming. Bloomsbury Sport.

Poinssot, M. (2017). Une vie de pro-gamer. Independently published.

Rogerie, A. (2019). In Esport We Trust. AFNIL.

Kim, B. (2016). Yellowstar: Devenez un champion de League of Legends. Paris: Éditions Albin Michel.

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

Schwind, J. (2020). Sponsoring im eSport am Beispiel der ESL One. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 85–101). Wiesbaden: Springer Gabler.

Lauff, M. (2020). eSport im traditionellen Sportverein. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 161-174). Wiesbaden: Springer Gabler.

Kanz, J. (2020). eSport-Engagements von Fußball-Landesverbänden. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 175–191). Wiesbaden: Springer Gabler.

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.

Hebbel-Seeger, A., & Pelc, M. S. (2020). eSport im politischen Diskurs. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 215–229). Wiesbaden: Springer Gabler.

Grotz, M., & Breuer, M. (2020). Die mediale Rezeption des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 123–141). Wiesbaden: Springer Gabler.

Görlich, D., & Breuer, M. (2020). Elektronischer Sport - Historische Entwicklung und aktuelle Fragestellungen. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 1–20). Wiesbaden: Springer Gabler.

Flato, C. (2020). Kommunikation im eSport. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 79–83). Wiesbaden: Springer Gabler.

Falk, F., & Puppe, M. (2020). eSports in Deutschland: Eine Betrachtung aus Perspektive des game - Verband der deutschen Games-Branche e.V.. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 33–48). Wiesbaden:…

Fadl, B. (2020). Kundenwert im eSport und seine Auswirkungen. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 103–122). Wiesbaden: Springer Gabler.

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.

Breuer, M., & Görlich, D. (Eds.). (2020). eSport: Status quo und Entwicklungspotenziale. Wiesbaden: Springer Gabler.

Anderie, L., & Görlich, D. (2020). Die wirtschaftliche Perspektive des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 21–32). Wiesbaden: Springer Gabler.

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.

Treur, R. (2019). From Zero to Hero, René Treurs eSports Journey. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 114–116). Norderstedt: Books on Demand GmbH.

Möglich, J. (2019). Competitive Gaming Between the Oceans. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 148–156). Norderstedt: Books on Demand GmbH.

Menasce, R. M. (2019). From Casual to Professional: How Brazilians Achieved eSports Success in Counter-Strike: Global Offensive. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 121–140). Norderstedt: Books on Demand GmbH.

Korpimies, S. (2019). Sponsorships in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 58–73). Norderstedt: Books on Demand GmbH.

Koot, J. (2019). eSports Governance and Its Failures. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 20–27). Norderstedt: Books on Demand GmbH.

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.

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.

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. (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.

Gries, S. (2019). eSports and the Olympic Movement: A Short Analysis of the IOC Esports Forum. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 9–19). Norderstedt: Books on Demand GmbH.

Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2019).: The Benefits and Risks of Sponsoring eSports: A Brief Literature Review. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 49–57). Norderstedt: Books on…

Franco, J. (2019). Family Matters: Explaining Why Parental Involvement in eSports Is Changing and Why It's Important. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 117–120). Norderstedt: Books on Demand GmbH.

Carton, S. (2019). How DotA is Getting Deeper. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 141–147). Norderstedt: Books on Demand GmbH.

Renovato de Araujo, I., & Porfírio Soares de Oliveira, F. (2017). ONLINPCS: From Olympics to Electrônics. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 71–78). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2017). A Turning Point for FPS Games. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 49–51). Norderstedt: Books on Demand GmbH.

Luján, C. E. M. (2017). Ergonomics and Videogames: Habits, Diseases and Health Perception of Gamers. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 95–116). Norderstedt: Books on Demand GmbH.

Goetomo, F. (2017). eSports in Korea: A Study on League of Legends Team Performances on the Share Price of Owning Corporations. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 79–94). Norderstedt: Books on Demand GmbH.

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.

Brenda, H. K. S. (2017). Spectating the Rift: A Study into eSports Spectatorship. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 9–35). Norderstedt: Books on Demand GmbH.

Barie, V. (2017). "Reverse-Gamification" Analysis of the Crowding-Out Effects in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 52–70). Norderstedt: Books on Demand GmbH.

Scholz, T. M., & Feldhaus, A. (2015). Mentoring in eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 66–80). Norderstedt: Books on Demand GmbH.

Scholz, T. M. (2015). Game Leadership - What can We Learn from Competitive Games? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 93–111). Norderstedt: Books on Demand GmbH.

Randhawa, N. (2015). The Games, the Audience, and the Performance. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 15–22). Norderstedt: Books on Demand GmbH.

Negueruela, A. (2015). "Mom, I Want to Be a Caster". In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 29–32). Norderstedt: Books on Demand GmbH.

Möglich, J. (2015). KILLERFISH eSports e.V. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 51–54). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2015). Shootmania - The Bizarre Quest of Creating an eSports Game. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 33–35). Norderstedt: Books on Demand GmbH.

Kanne, K. (2015). The Future of Electronic Sports in High Schools. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 60–65). Norderstedt: Books on Demand GmbH.
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