Browse Items (1774 total)

Cote, A. C. (2020). Gaming Sexism: Gender and Identity in the Era of Casual Video Games. New York: NYU Press.

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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…

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.

Schlotthauer, P. (2020). Besonderheiten bei der Gestaltung des eSport-Sponsoringvertrags. Nomos. (The Specifics of Drafting an Esports Sponsorship Agreement).

Nielsen, R. K. L., & Hanghøj, T. (2019). Esports Skills are People Skills. In L. Elbæk, G. Majgaard, A. Valente, & S. Khalid (Eds.), Proceedings of the 13th European Conference on Games-Based Learning (ECGBL-2019) (pp. 535-542). Academic Conferences…

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.

Aghey, C. (2020). Integration of eSports in the Structure of Ifs: Disruption or Continuity? The International Sports Law Journal, 20, 120-125.

Fischer, P. (2019). Gemeinnützige Förderung der Allgemeinheit durch e-Sport? Recht der Jugend und des Bildungswesens, 67(4), 365-376

Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.

Kordyaka, B., Hribersek, S., Kruse, B., & Niehaves, B. (2020). Understanding Brand Loyalty – The Case of the eSports Consumer from a Relationship Quality Perspective. Proceedings of the 4th International GamiFIN Conference 2020, 188-198.

Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I Watching? Capturing the Interplay of Social and Technological Aspects of Online Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 199-209.

Felczak, M. (2020). Local eSports Media Analyzed Through the Circuit of Culture Framework: Onet-RAS Case Study. Proceedings of the 4th International GamiFIN Conference 2020, 177-187.

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.

Stephens, C., & Exton, C. (2020). Balancing Intransitive Relationships in MOBA Games Using Deep Reinforcement Learning. International Conferences Interfaces and Human Computer Interaction.

DiFrancisco-Donoghue, J., Werner, W. G., Douris, P., & Zwibel, H. (2020). Esports Players, Got Muscle? Competitive Video Game Players’ Physical Activity, Body Fat, Bone Mineral Content, and Muscle Mass in Comparison to Matched Controls. Journal of…

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

Tang, T., Kucek, J., & Toepfer, S. (2020). Active Within Structures: Predictors of Esports Gameplay and Spectatorship. Communication & Sport, 1-21.

Qian, T. Y., Wang, J. J., Zhang, J. J., & Hulland, J. (2020). Fulfilling the Basic Psychological Needs of Esports Fans:
A Self-Determination Theory Approach. Communication & Sport, 1-25.

Rogers, R., Farquhar, L., & Mummert, J. (2020). Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League. Communication & Sport, 1-20.

Lin, Z., & Zhao, Y. (2020). Self-Enterprising eSports: Meritocracy, Precarity, and Disposability of eSports Players in China. International Journal of Cultural Studies, 23(4), 582-599.

Partin, W. C. (2020). Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms. Social Media + Society, 6(3). 1-12

Ke, X., & Wagner, C. (2020). Global Pandemic Compels Sport to Move to Esports: Understanding from Brand Extension Perspective, Managing Sport and Leisure, 1-6.

Rodrigues, E., & Filgueiras, E. (2020). eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship, International Conference on Human-Computer Interaction.

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.

Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari. J. (2020). Does Esports Spectating Influence Game Consumption? Behaviour & Information Technology, 1-17.

Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., Douris, P., Zwibel, H., & DiFrancisco-Donoghue, J. (2020). Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming, Frontiers in Psychology, 11, 1-6.

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.

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.

Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H. (2020). Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports. Frontiers in Psychology, 11, 1-15.

Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology, 11, 1-9.

Leis, O., & Lautenbach, F. (2020). Psychological and Physiological Stress in Non-Competitive and Competitive Esports Settings: A Systematic Review. Psychology of Sport & Exercise, 51, 1-14.

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.

Matuszewski, P., Dobrowolski, P., & Zawadzki, B. (2020). The Association Between Personality Traits and eSports Performance. Frontiers in Psychology, 11, 1-5.

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

Taylor, N. T. (2015). Now You're Playing with Audience Power: The Work of Watching Games. Critical Studies in Media Communication, 33(4), 293-307

Szablewicz, M. (2016). A Realm of Mere Representation? ‘Live’ e-Sports Spectacles and the Crafting of China’s Digital Gaming Image. Games and Culture, 11(3), 256-274.

Szablewicz, M. (2011). From Addicts to Athletes: Participation in the Discursive Construction of Digital Games in Urban China. In Selected Papers of Internet Research, IR 12.0 conference.

Sweeney, K., Tuttle, M. H., & Berg, M. D. (2019). Esports Gambling: Market Structure and Biases. Games and Culture, 1-27.

Swalwell, M. L. (2009). LAN Gaming Groups: Snapshots from an Australasian Case Study, 1999–2008. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 117–136). Oxon, UK: Routledge

Svelch, J. (2019). Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming. Media, Culture & Society, 1-19.

Sutantio, Y. E., Poedjioetami, E., & Widjajanti, W. W. (2019). eSport Building Design Role In Introducing Its Activities. IPTEK Journal of Proceedings Series, (6).

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Suschevskiy, V., & Marchenko, E. (2018). Network Analysis of Player Transfers in Esports: The Case of Dota 2. DGTS 2018: Digital Transformation and Global Society, 468–473.

Summerley, R. (2020). The Development of Sports. A Comparative Analysis of the Early Institutionalisation of Traditional Sports and E-sports. Games and Culture, 15(1), 51-72.

Ström, P., & Ernkvist, M. (2018). The Korean Online Game Wave – Development Within the Experience Economy. In A. Scupola & L. Fuglsang (Eds.), Services, Experiences and Innovation – Integrating and Extending Research (pp. 316-334). Cheltenham: Edward…

Streubel, A. (2010). Female Teams im eSport: Re-Konstruktion der Kategorie Geschlecht.

Stoll, A. (2010). Killerspiele als Sportgerät? Zur Funktionalisierung von Gewalt im eSport. AugenBlick. Marburger Hefte zur Medienwissenschaft, (46), 36-53.

Stoll, A. (2009). “Killerspiele” oder E-Sport. vwh Verlag.

Stevens, P. (2018). Esports is Expanding. TVB Europe, November/ December, 54-57.

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Stepanov, A., Lange, A., Khromov, N., Korotin, A., Burnaev, E., & Somov, A. (2019). Sensors and Game Synchronization for Data Analysis in eSports. ArXiv.

Steltenpohl, C. N., Reed, J., & Keys, C. B. (2018). Do Others Understand Us? Fighting Game Community Member Perceptions of Others’ Views of the FGC. Global Journal of Community Psychology Practice, 9(1), 1- 21.

Steinkuehler, C. (2020). Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play. Games and Culture, 15(1), 3-8.

Stein, V., & Scholz, T. M. (2016). Sky is the Limit. Esports as Entrepreneurial Innovator for Media Management. Interdisciplinarity in Social and Human Sciences, 5, 622-631.

Stein, V., & Scholz, T. M. (2016). The Intercultural Challenge of Building the European eSports League. In C. Barmeyer & P. Franklin (Eds.), Case Studies in Intercultural Management: Achieving Synergy from Diversity (pp. 80-94). London: Palgrave.

Stein, A., Mitgusch, K., & Consalvo, M. (2013). Who are Sports Gamers? A Large Scale Study of Sports Video Game Players. Convergence, 19(3), 345-363.

Stein, A. (2012). Indie Sports Games: Performance and Performativity. Loading… The Journal of the Canadian Game Studies Association, 7(11), 61-77.

Stald, G. (2001). Meeting in the Combat Zone: Online Multi-player Computer Games as Spaces for Social and Cultural Encounters. In Proceedings of Association of Internet Researchers Conference, ed. Leslie Shade. Minneapolis, USA.

Stahlke, S., Robb, J., & Mirza-Babei, P. (2018). The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator Experiences. International Journal of Gaming and Computer-Mediated Simulations, 10(1), 42-62.

Spitzer, M. (2019). E-Sport – Lobbyismus versus Gemeinnützigkeit und Gesundheit. Nervenheilkunde, 38(04), 157-168.

Soumokil, G. (2009). The Rising World of e-Sports: The Revelation of the Unknown World of e-Sports and its Influences on the Western Society. Facta Universitas. Series: Physical Education and Sport, 16(1), 137-147.

Song, Y. (2016). Real-Time Video Highlights for Yahoo Esports. 1st NIPS Workshop on Large Scale Computer Vision Systems (LSCVS 2016), Barcelona, Spain.

Söderin, J. (2017). Feature Development for eSports Broadcasts With a Focus on the Intermission Between Matches. KTH, Stockholm.

Snavely, T. L. (2014). History and Analysis of eSport Systems. Master's Thesis. University of Texas, Austin.

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Smithies, T. D., Toth, A. J., Conroy, E., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Life After Esports: A Grand Field Challenge. Frontiers in Psychology, 11, 1-5.

Smith, M. J., Birch, P. D. J., & Bright, D. (2019). Identifying Stressors and Coping Strategies of Elite eSports Competitors. International Journal of Gaming and Computer-Mediated Simulations, 11(2), 22-39.

Smith, A. (2018). Why Intel Is Betting on eSports and Virtual Reality. PC Magazine, November, 9-12.

Smerdov, A., Burnaev, E., & Somov, A. (2019). eSports Pro-Players Behavior During the Game Events: Statistical Analysis of Data Obtained Using the Smart Chair. ArXiv.

Slacek Brlek, A. S. (2014). Inside the Mind of the Machine: an Exploratory Study of Street Fighter IV Players. Teorija in Praksa, 51(1), 59-71.

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.

Skouroliakos, L., Halkiopoulos, C., Gkintoni, E., & Antonopoulo, H. (2017). Psychological Affect of e-Sports in e-Marketing via Computational Methods. In 5 th International Conference on Contemporary Marketing Issues ICCMI June 21-23, 2017…

Skoglund, P.-I. (2018). Good Game, Well Played: A Ethnographic Study of Collegiate Esport in Southern California. Master’s Thesis. University of Bergen, Bergen.

Sjöblom, M., Hassan, L., Macey, J., Törhönen, M., & Hamari, J. (2018). Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? In Proceedings of the International Conference on Social Media & Society,…

Sjöblom, M., & Hamari, J. (2016). Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users. Computers in Human Behavior, 75, 985-996.

Siutila, M. & Havaste, E. (2018). “A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit, in Proceedings of the 2018 DIGRA International Conference.

Siutila, M. (2018). European Esports: a Peek into National Scenes. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Siutila, M. (2018). The Gamification of Gaming Streams. Proceeding of the 2nd GamiFIN Conference, Pori, Finland, 131-140.

Sihvonen, T. (2018). eSports and Regulation. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

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Shaw, A. (2013). E-Sport Spectator Motivation. Master's Thesis. George Mason University, VA.

Seven, A. (2018). eSport und der blinde Fleck: Ein Diskussionsbeitrag vor dem Hintergrund von Manfred Franz’und Detlef Köpkes Neuen Denkwegen im Sport (2017). German Journal of Exercise and Sport Research, 48(4), 582-586.

Seula, R., Amaro, M., & Fragoso, S. (2018). Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer. DIGRA

Seo, Y., & Jung, S.-U. (2016). Beyond Solitary Play in Computer Games: the Social Practices of eSports. Journal of Consumer Culture, 16(3), 635-655.

Seo, Y. (2016). Professionalized Consumption and Identity Transformations in the Field of eSports. Journal of Business Research, 69(1), 264-272.

Seo, Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management, 29(13-14), 1542-1560.

Şentuna, B., & Kanbur, D. (2016). What Kind of an Activity is a Virtual Game? A Postmodern Approach in Relation to Concept of Phantasm by Deleuze and the Philosophy of Huizinga. Sport, Ethics and Philosophy, 10(1), 42-50.

Sell, J. (2015). E-Sports Broadcasting. Master’s Thesis. MIT, Cambridge, MA

Scully-Blaker, R. (2016). On Becoming “Like eSports” Twitch as a Platform for the Speedrunning Community. DiGRA/FDG ’16 – Abstract Proceedings of the First International Joint Conference of DiGRA and FDG.

Scozzafava, A. (2017). E-sports: Analysis of the Supply Chain and its Evolution. Master's Thesis. Politecnico Milano.

Schulze, U. (2016). “Wir finden für jeden das passende Paket”: Interview mit Ulrich Schulze, Vice President Pro Gaming bei der ESL, über die Entwicklung des eSports und die Möglichkeiten für Sponsoren, sich in dem jungen und zukunftsträchtigen Markt…

Schulke, H.-J., & Wendeboern, T. (2018). Aufklärung, was sonst!? Das Märchen vom E-Sport. SportZeiten: Sport in Geschichte, Kultur und Gesellschaft, 18(3), 7-32.

Schürmann, V. (2019). Am Fall eSport: Wie den Sport bestimmen? Von Merkmalen und Grundideen. German Journal of Exercise and Sport Research, 49, 472-481.

Schubert, M., Drachen, A., & Mahlmann, T. (2016). Esports Analytics Through Encounter Detection. In Proceedings of the MIT Sloan Sports Analytics Conference 2016 MIT Sloan.

Scholz, T. M., & Stein, V. (2017). Going Beyond Ambidexterity in the Media Industry: Esports as Pioneer of Ultradexterity. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 47-62.

Scholz, T. M., & Stein, V. (2017). Juxtaposing Transduction and Transtraction: Pugging in International Virtual Teams. Palabra Clave, 20(3), 788-804.

Scholz, T. M. (2020). Deciphering the World of eSports. International Journal on Media Management, 22(1), 1-12.

Scholz, T. M. (2019). eSports is Business. Management in the World of Competitive Gaming. Cham: Palgrave Macmillan.

Scholz, T. M. (2012). New Broadcasting Ways In IPTV — The Case of the Starcraft II Broadcasting Scene. World Media Economics & Management Conference 23–27.5.2012 in Thessaloniki, Greece.

Schörner, C. (2017). ESport und Strafrecht – Zum Sportbegriff der §§ 265c und 265d und deren Anwendbarkeit auf kompetitives Computerspielen. HRRS, 18(10), 407-413.

Schöber, T., & Junge, J. (2020). eSports Leitfaden 2020: Grundlagenwissen für jedermann. Institut für Ludologie. Flying Kiwi Media.

Schöber, T., & Junge, J. (2020). eSports in Gesellschaft und Politik: Vom Sportbegriff, über Vorurteile bis zum Verbandswesen. Institut für Ludologie. Flying Kiwi Media.

Schöber, T., & Junge, J. (2020). eSports Mosaik: Einführung in die vielfältigen Aspekte des eSports. Institut für Ludologie. Flying Kiwi Media.

Schöber, T. (2018). Bildschirm-Athleten: Das Phänomen e-Sports. Norderstedt: Books on Demand.

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