Browse Items (1774 total)

Schneider, A., & Wendeborn, T. (2019). eSport-Events: Potentiale und Herausforderungen hybrider Erlebniswelten aus Sicht des Eventmarketing. In Zanger, C. (Ed.), Eventforschung. Aktueller Stand und Perspektiven (pp. 90-105). Chemnitz: Springer…

Schneider, S. (2015). eSport Betting: The Intersection of Gaming and Gambling. Gaming Law Review and Economics, 19(6), 419–420.

Schmuck, A., & Schmuck, P. (2009). Einflüsse vergesellschaftender Faktoren auf posttraditionale Vergemeinschaftungsformen am Beispiel der eSport-Szene, Working Paper.

Schmidt, S. L., & Holzmayer, F. (2018). FC Schalke 04 Esports. Decision Making in a Changing Ecosystem. WHU Publishing Case Number CSM-0001, 1–21.

Schmidt, M., & Shreffler, M. (2015). Motivations for eSport Consumption: A Road Map for Traditional Sports Online Spectating. 2015 Sport Marketing Association Conference (SMA XIII).

Schmidt, J., Dreyer, S., & Lampert, C. (2008). Spielen im Netz – Zur Systematisierung des Phänomens “Online Games”. Arbeitspapiere des Hans-Bredow-Instituts Nr. 19.

Schmidt, H., & Lehmann, S. (2006). Möglichkeiten durch E-Sport für Wirtschaft und Gesellschaft. TH Wildau Working Paper

Schellewald, A. O. (2018). Why Do We Watch Others Play? Understanding eSports as Sporting Entertainment. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

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Schellewald, A. O. (2018). Desperately Trying to Mediate Immediacy. Press Start, 4(2), 1-17.

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Schaeperkoetter, C. C., Mays, J., Hyland, S. T., & Wilkerson, Z. (2017). The “New” Student Athlete: An Exploratory Examination of Scholarship Esports Players. Journal of Intercollegiate Sport, 10, 1–21.

Sauer, A. (2019). eSport, Netzwerkeffekte und Lindahl-Preise. Wiesbaden: Springer Gabler.

Salo, M. (2017). Career Transitions of eSports Athletes: A Proposal for a Research Framework. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 22-32.

Salles, R., Durain, J., & Kirchner, A. (2016). E-Sport – La pratique compétitive du jeu vidéo. Rapport intermédiaire mars 2016

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Salice, D. (2010). Federations in eSport. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 85-90). Norderstedt: Books on Demand.

Saarnisto, M. (2017). Impact of Sponsorships in eSports on the Buying Behavior. Master’s thesis. Vaasan Ammattikorkeakoulu University of Applied Sciences, Vaasan.

Musabirov, I., Nulygin, D., Okopny, P., & Konstantinova, K. (2018). Between an Arena and a Sports Bar: Online Chats of Esports Spectators. ArXiv.

Muniowski, L. (2018). Geek is the New Jock: The Relationship between Geek Culture and Sports. In Age of the Geek: Depictions of Nerds and Geeks in Popular Media. New York, NY: Palgrave.

Müller-Lietzkow, J. (2007). Die Veränderung des traditionellen Sportbildes in Gesellschaft und Politik durch eSport. Computerspiele und Politik. Zur Konstruktion von Politik und Gesellschaft in Computerspielen, 221-247.

Mosele, J. (2018). Artificial Intelligence in the Sport Industry. Master’s thesis. Politecnico Di Milano, Milano.

Morris, S. (2003). WADs, Bots and Mods Multiplayer FPS Games as Co-creative Media. DIGRA Conference.

Mora, P., & Héas, S. (2005). From Videogamer to e-Sportsman: Toward a Growing Professionalism of World-class Players? In M. Bittanti & S. Morris (Eds.), Doom: Giocare in Prima Persona. Milano: Costa & Nolan. [Originally published in French in…

Mora, P. (2009). Des J.O à la FFJV : PES et la construction sociale du sport . Les cahiers du jeu vidéo, n° 2, Football Stories, pix’n love, 140-150.

Mora, P. (2005). Derrière l’e-sport : un conflit d’experts de jeux réseaux compétitifs. In T. Fortin, P. Mora & L. Trémel (Eds.), Les jeux vidéo : pratiques, contenus et enjeux sociaux (pp. 25-121). Paris, L’Harmattan, coll. « Champs Visuels ».

Mora, P., & Heás, S. (2003). Du joueur de jeux vidéo à l’e-sportif: vers un professionnalisme florissant de l’élite? La pratique du jeu vidéo : réalité ou virtualité, 131-146.

Mora, P., & Héas, S. (2002). Le corps dans l’e-sport. Journées d’études « Internet, jeu et socialisation »

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Mora-Cantallops, M., & Sicilia, M. A. (2018). Exploring Player Experience in Ranked League of Legends. Behavior and Information Technology, 37(12), 1224–1236.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Player-centric Networks in League of Legends. Social Networks, 55, 149-159.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). MOBA Games: A Literature Review. Entertainment Computing.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Team Efficiency and Network Structure: The Case of Professional League of Legends. Social Networks, 58, 105-115.

Molho V. & Guillot J.-P. (2016). L’e-sport, véritable discipline sportive. La semaine juridique, entreprise et affaires, (41), 22-25.

Moisy, M., & Mora, P. (2007). Rencontre avec les champions : les goodgame, in F. Beau (Ed.), avec la collaboration de D. Kaplan et L. Gille, Culture d’Univers. Jeux en réseaux, mondes virtuels, le nouvel âge de la société numérique, Limoges, FYP…

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Moeller, R. M., Esplin, B., & Conway, S. (2009). Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and the Discourse of Online Sports Gamers. Game Studies, 9(2).

Misra, A., & Danwani, A. (2012). The World of eSports Through a Girl Gamer’s Eye. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 59-61). Norderstedt: Books on Demand GmbH.

Miroff, M. (2018). Tiebreaker: An Antitrust Analysis of Esports. Columbia Journal of Law and Social Problems, 52(2), 177-223.

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Miah, A., & Fenton, A. (2020). Esports in the Olympic & Paralympic Games: The Business Case for Integration. In D. Chatziefstathiou, B. Garcia & B. Séguin (Eds.), The Routledge Handbook of the Olympic and Paralympic Games, Oxon and New York, NY:…

Miah, A. (2017). Sport 2.0 – Transforming Sports for a Digital World. Massachusetts: The MIT Press.

Meadows, J. H. (2018). Esports. In A. E. Grant & J. H. Meadows (Eds.), Communication Technology Update and Fundamentals, 16th edition.

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McTee, M. (2014). E-Sports: More Than Just a Fad. Oklahoma Journal of Law & Technology, 70, 1–27.

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McCutcheon, C., Hitchens, M., & Drachen, A. (2017). eSport vs. irlSport. ACE 2017: Advances in Computer Entertainment Technology: 531–542.

McCrea, C. (2009). Watching Starcraft, Strategy and South Korea. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 179–193). New York: Routledge.

McCauley, B., Tierney, K., & Tokbaeva, D. (2020). Shaping a Regional Offline eSports Market: Understanding How Jönköping, the ‘City of DreamHack’, Takes URL to IRL. International Journal on Media Management, 22(1), 30-48.

McCauley, B., Nguyen, T. H. T., McDonald, M., & Wearing, S. (2020). Digital Gaming Culture in Vietnam: An Exploratory Study. Leisure Studies, 39(3), 372-386.

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Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.

Matončik, M. (2015). e-Sports: Playing Just for Fun or Playing to Satisfy Life Goals? Computers in Human Behavior, 48, 208-211.

Martinelli, D. (2017). Skin Gambling: Have We Found The Millennial Goldmine Or Imminent Trouble? Gaming Law Review, 21(8), 557-565.

Martinelli, D. (2019). The Challenges of Implementing a Governing Body for Regulating ESports. University of Miami International and Comparative Law Review, 26, 499-524.

Marques, N. (2019). The Role of Breakthrough Technologies in the Growth of Esports. IEEE Potentials May/June, 24-26.

Maric, J. (2011). eSport im TV: Fernsehaneignung einer Computerspielkultur. In M. Elsler (Ed.), Die Aneignung von Medienkultur (pp. 193-213). VS Verlag für Sozialwissenschaften.

Maric, J. (2011). Electronic Sport: How Pro-Gaming Negotiates Territorial Belonging and Gender. Platform: Journal of Media and Communication, ECREA Special Issue, 6–23.

Marcano Larez, B. (2012). Características sociológicas de videojugadores online y el e-sport. El caso de Call of Duty. Pedagogía Social. Revista Interuniversitaria, (19).

Mangeloja, E. (2019). Economics of Esports. Electronic Journal of Business Ethics and Organization Studies, 24(4), 34-42.

Mandryk, R. L., & Birk, M. V. (2019). The Potential of Game-based Digital Biomarkers for Modeling Mental Health. JMIR Mental Health, 6(4).

Malik, P. (2019). Esports: A Competitive Electronic Sports. International Journal of Yogic, Human Movement and Sports Science, 4(1), 87-90.

Maher, B. (2016). Can a Video Game Company Tame Toxic Behaviour? Nature, 531(7596), 568-571.

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Mackrodt, B. (2017). Team Play – Was Counter Strike-Spielern bei virtueller Teamarbeit gelingt und was nicht. Wiesbaden: Springer.

Macheda, N. (2015). Échec, frustration et induction d’émotions complexes dans les jeux en ligne multijoueur. Le cas de League of Legends. Master's Thesis. Université de Lorraine.

Macey, J., & Hamari, J. (2019). eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour Associated with Emergent Forms of Gambling. New Media & Society, 21(1), 20–41.

Macey, J., & Hamari, J. (2018). Investigating Relationships Between Video Gaming, Spectating eSports, and Gambling. Computers in Human Behavior, 80, 344-353.

Macey, J., Abarbanel, B., & Hamari, J. (2020). What Predicts eSports betting? A Study on Consumption of Video Games, eSports, Gambling and Demographic Factors. New Media & Society, 1-25.

Ma, H., Wu, Y., & Wu, X. (2013). Research on Essential Difference of E-sport and Online Game. Informatics and Management Science V, Lecture Notes in Electrical Engineering 208.

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Kwak, H., Blackburn, J., & Han, S. (2015). Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games. Seoul: CHI.

Kuznekoff, J. H. & Rose, L. M. (2013). Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues. New Media & Society, 15(4), 541-556.

Kurt, S., & Nothelfer, N. (2020). Die Anwendbarkeit des technischen Arbeitsschutzrechts bei spielbezogenen eSport-Tätigkeiten. Recht der Arbeit, 211-220.

Kunz, R., Bauhofer, M., & Mutterlein, J. (2017). User Acceptance of Sport-related Virtual Reality. EMMA Conference.

Kozachuk, J., Foroughi, C., Freeman, G. (2016). Exploring Electronic Sports: An Interdisciplinary Approach. In Proceedings of the 2016 Human Factors and Ergonomics Society (pp. 2118–2122).

Kow, Y. M., Young, T., & Salen Tekinbas, K. (2014). Crafting the Metagame: Connected Learning in the StarCraft 2 Community. Irvine, CA: Digital Media and Learning Research Hub.

Kow, Y. M., & Young, T. (2013). Media Technologies and Learning in the StarCraft eSport Community. CSCW ’13. San Antonio, TX.

Kou, Y. & Nardi, B. (2014). Governance in League of Legends: A Hybrid System. Foundations of Digital Games

Kou, Y., & Nardi, B. (2013). Regulating Anti-social behavior on the Internet: The Example of League of Legends. iConference 2013.

Kou, Y., & Gui, X. (2014). Playing with Strangers: Understanding Temporary Teams in League of Legends. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (pp. 161-169). ACM

Korotin, A., Khromov, N., Stepanov, A., Lange, A., Burnaev, E., & Somov, A. (2019). Towards Understanding of eSports Athletes’ Potentialities: The Sensing System for Data Collection and Analysis. ArXiv

Kordyaka, B., Jahn, K., & Niehaves, B. (2020). To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports. International Journal on Media Management, 22(1), 49-66.

Kordyaka, B., Klesel, M., & Jahn, K. (2019). Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Kordyaka, B. (2018). Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games. In Proceedings of the 39th International Conference on Information Systems (ICIS2018). San Francisco, CA.

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Kopp, J. (2017). Ejes para una investigación en deportes electrónicos. Revista Lúdicamente, 6(11).

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Konstantinova, K., Bulygin, D., Okopny, P., & Musabirov, I. (2018). Online Communication of eSports Viewers: Topic Modeling Approach. In A. Cheok, M. Inami & T. Romão (Eds.), ACE 2017. Advances in Computer Entertainment Technology (pp. 608–613).…

Körber, T., & Schuchmann, J. (2016). Rechtlicher Handlungsbedarf im eSport. Stadionwelt inside.

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Kocadag, M. (2019). Investigating Psychological Well-Beeing Levels of Teenagers Interested in Esport Career. Research on Education and Psychology, 3(1), 1-10.

Kirkegaard, E. O. W. (2018). Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports. PsyArxiv.

Kim, Y. J., Engel, D. Wooley, A. W., Lin, J. Y. T., McArthur, N., & Malone, T. W. (2017). What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends. CSCW, 2316-2329.

Kim, Y. J., Choi, M. J., & Cha, Y. S. (2012). A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills. In Ubiquitous and Future Networks Conference Proceedings (pp. 471–475).…

Kim, Y., & Ross, S. D. (2006). An Exploration of Motives in Sport Video Gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 34-46.

Kim, Y., Ko, Y., Lee, S. & Ross, S. D. (2007). An Exploration of Motives in Online Sport Video Gaming. Book of Abstracts of North American Society for Sport Management (NASSM), 225-226.

Kim, Y. (2013). A Study of Wellness Core Technology and E-Sports. In IT Convergence and Security Proceedings. Piscataway, NJ: IEEE.

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Kim, S. H., & Thomas, M. K. (2015). A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-cultural Dimensions of the Development of Expertise. Asian Journal of Information Technology, 14(5), 176–186.

Khromov, N., Korotin, A., Lange, A., Stepanov, A., Burnaev, E., & Somov, A. (2018). Esports Athletes and Players: A Comparative Study. arXiv

Khan, I. (2017). Control Freak: How an Injured eSports Athlete Got Back into the Game. CUNY Academic Works, Fall 2017.

Kesselman, M.-S. (2014). The Rapid Growth of E-Sports and the Lagging Law. The Journal of High Technology Law, November 4.

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Kennedy, H. W. (2006). Illegitimate, Monstrous and Out There: Female ‘Quake’ Players and Inappropriate Pleasures. In J. Hollows & R. P. (Eds.), Feminism in Popular Culture (pp. 183-201). Oxford: Berg.

Kelly, S. M., & Sigmon, K. A. (2018). The Key to Key Presses: eSports Game Input Streaming and Copyright Protection. Interact Entertain Law Review, 1(1), 2–16.

Keiper, M. C., Manning, R. D., Jenny, S. E., Olrich, T., & Croft, C. (2017). No Reason to LoL at LoL: the Addition of eSports to Intercollegiate Atheltic Departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143-160.

Kaytoue, M., & Raïssi, C. (2012). Watch me Playing, I am a Professional. In WWW 2012 Companion. Lyon, France.

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Kayane (2016). Parcours d’une e-combattante. 404 éditions.

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Kauweloa, N., & Winter, J. S. (2019). Taking College Esports Seriously. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Kauweloa, S., & Winter, J. S. (2016). Collegiate E-sports as Work or Play. In Proceedings of 1st International Joint Conference of DIGRA and FDG.

Kates, A., & Clapperton, G. (2015). The Debate: For & Against e-Sports. Engineering & Technology, 10(1), 28.

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Karsenti, T., & Bugmann, J. (2018). Le e-sport, un nouveau « sport » numérique universitaire? Revue internationale des technologies en pédagogie universitaire, 15(1).

Kari, T., Siutila, M. & Karhulahti, V.-M. (2018). An Extended Study on Training and Physical Exercise in Esports. In B. R. Dubbels (Ed.), Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (pp. 270-292).…

Kari, T., & Karhulahti, V.-M. (2016). Do E-Athletes Move? A Study on Training and Physical Exercise in Elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53–66.
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