Browse Items (1774 total)

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

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

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.

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.

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.

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

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.

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. 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.

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

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

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

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).

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

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.

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

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.

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

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.

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

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.

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

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

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.

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.

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.

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.

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

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.

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

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.

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.

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

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).

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

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.

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, 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.

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.

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

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.

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.

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

Hohlfeld, L. (2022). Gaming Communities.

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

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

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

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.

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

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.

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.

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.

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.

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.

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.

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.

Hiltscher, J., & Scholz, T. M. (2021). eSports Yearbook 2019/20. 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. (2019). eSports Yearbook 2017/18. Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2017). eSports Yearbook 2015/16. 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. (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, 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.

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

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

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.

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

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

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

Hemphill, D. (2015). Cybersport. In C. Torres (Ed.), The Bloomsbury Companion to the Philosophy of Sport (pp. 346–348). Sydney, Australia: Bloomsbury.

Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195–207.

Helttunen, J. (2022). Effects of Sleep on Competitive Esports Performance-Case EXEN Esports.

Heinz, J., & Ströh, A. (2017). The eSports Market and eSports Sponsoring. Marburg: Tectum.

Heidenreich, H., Brandt, C., Dickson, G., & Kurscheidt, M. (2022): Esports associations and the pursuit of legitimacy: evidence from Germany. Frontiers in Sports and Active Living, 257.

Heere, B. (2018). Embracing the Sportification of Society: Defining e-Sports Through a Polymorphic View on Sport. Sport Management Review, 21(1), 21-24.

This study investigates the roles and responsibilities of eSports stakeholders in ensuring eSports players’ health and wellbeing through the following research questions: (1) What are the roles and responsibilities of different stakeholders in…

Hedlung, D. P. (2021). A Typology of Esport Players. Journal of Global Sport Management.

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

Hebbel-Seeger, A., & Siemers, L. (2018). eSport im Profi-Fußball der DFL: zu Erwartungen, Zielen und Markeneinfluss. Sciamus – Sport und Management, 2/2018, 42-58.

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.

Hebbel-Seeger, A. (2012). The Relationship Between Real Sports and Digital Adaptation in e-Sport Gaming. International Journal of Sports Marketing and Sponsorship, 13(2), 43 – 54.

He, Q., Zhang, C., & Liu, J. (2016). Utilizing massive viewers for video transcoding in crowdsourced live streaming. In 2016 IEEE 9th International Conference on Cloud Computing (CLOUD) (pp. 116-123). IEEE.

Hayduk, T. M. (2020). Kickstart My Market: Exploring an Alternative Method of Raising Capital in a New Media Sector. Journal of Media Business Studies, 1-24.

Hayday, E., Collison-Randall, H., & Kelly, S. (2022). Esports Insights. Routledge.

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Hayday, E., & Collison, H. (2022). Understanding the potential for esports to support social inclusion agendas. In Social Issues in Esports (pp. 131-147). Routledge.

Hayday, E. J., & Collison, H. (2022). COVID-19 and Esport. Routledge Handbook of Sport and COVID-19, 186.

Hayday, E. J., & Collison, H. (2020). Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces. Social Inclusion, 8(3), 197-208.

Hayday E. J., Collison, H., & Kohe, G. Z. (2020). Landscapes of Tension, Tribalism and Toxicity: Configuring a Spatial Politics of Esport Communities, Leisure Studies, published online before print.

Haupt, S., Wolf, A., & Schmidt, W. (2021). Energy Expenditure during eSports - A Case Report. German Journal of Sports Medicine, 72, 36-40.

Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023). The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions. Emerald Publishing.

Hassan, M., Shimizu, Y., Hada, Y., & Suzuki, K. (2022). Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons with Upper Limb Deficiencies. IEEE Access, 10, 18933-18943.

Harttung, J. (2015). The Issue of “Deep Control” in Professional E-Sports – A Critical Analysis of Intellectual Property Structures in Electronic Gaming. Master’s Thesis. University of Toronto, Toronto.

Harry, D. (2012). Designing Complementary Communication Systems. Doctoral Dissertation. MIT Media Lab, Cambridge, MA.

Harris, H. (2012). The State of Play of Team Fortress 2 - A Underdog Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 35–58). Norderstedt: Books on Demand GmbH.

Harpstead, E., Rios, J. S., Seering, J., & Hammer, J. (2019). Toward a twitch research toolkit: a systematic review of approaches to research on game streaming. In Proceedings of the annual symposium on computer-human interaction in play (pp.…

Harper, T. (2014). The Culture of Digital Fighting Games: Performance and Practice. New York, NY: Routledge.
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