Franks, R. R., King, D., Bodine, W., Chisari, E., Heller, A., Jamal IV, F., ... & Solomon, M. (2022). AOASM position statement on esports, active video gaming, and the role of the sports medicine physician. Clinical Journal of Sport Medicine, 32(3),…
Franke, T. (2015). The Perception of eSports - Mainstream Culture, Real Sport and Marketisation. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 111–144). Norderstedt: Books on Demand GmbH.
Franke, T. (2015). The Perception of eSports – Mainstream Culture, Real Sport and Marketisation. In Hiltscher, J., & Scholz, T. M. (Eds.). eSports Yearbook 2013/14 (pp. 111-144). Norderstedt: Books on Demand GmbH.
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.
Francken, J. P., Nothelfer, N., & Schlotthauer, P. (2019). Der Arbeitnehmer im professionalen eSport. Neue Zeitschrift für Arbeitsrecht, 865-870. (lead article of the 13th issue)
In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments…
Foster, L. B., & Dunn, R. A. (2020). Marketing to Gamers: The Effects of Video Game Streams on Consumer Attitudes and Behaviors. In Digital Marketing Strategies and Models for Competitive Business (pp. 160-186). IGI Global.
Formosa, J., O'Donnell, N., Horton, E. M., Türkay, S., Mandryk, R. L., Hawks, M., & Johnson, D. (2022). Definitions of Esports: A Systematic Review and Thematic Analysis. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-45.
Ford, C., Gardner, D., Horgan, L. E., Liu, C., Tsaasan, A. M., Nardi, B., & Rickman, J. (2017). Chat speed op pogchamp: Practices of coherence in massive twitch chat. In Proceedings of the 2017 CHI conference extended abstracts on human factors in…
Fonseca, L. M. G., & Barbosa, S. D. J. (2021). Knowledge Sharing Live Streams: Real-time and On-demand Engagement. In: Proceedings of the 23rd International Conference on Enterprise Information Systems - Volume 2
Flores-Saviaga, C., Hammer, J., Flores, J. P., Seering, J., Reeves, S., & Savage, S. (2019). Audience and streamer participation at scale on twitch. In Proceedings of the 30th ACM Conference on Hypertext and Social Media (pp. 277-278).
Flato, C. (2020). Kommunikation im eSport. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 79–83). Wiesbaden: Springer Gabler.
Fiumara, F. (2022). Il videogioco in Italia: Storie, Rappresentazioni, Contesti, Marco Benoît Carbone and Riccardo Fassone (eds)(2020). Journal of Italian Cinema & Media Studies, 10(3), 541-543.
Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.
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.
Filotrani, L. (2023). MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY. PhD Thesis London South Bank University School of Arts and Creative Industries…
Filotrani, L. (2020). Television needs Esports but Esports Doesn't Need Television. In. L. M. Walzak, & J. Recupero (Eds.), Sport Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport (pp. x-y). Champaign, IL. Common…
Filiz, N. (2021). Are 'Olympic' eSports Morally Justifiable?. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 54-61). Norderstedt: Books on Demand.
Fields, F. (2011). Changing Perspectives - An Owner's Journey through eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 38–43). Norderstedt: Books on Demand GmbH.
Fields, F. (2010). Why Coaches Would Improve eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 13–16). Norderstedt: Books on Demand GmbH.
Ferrari, S. (2013). From Generative to Conventional Play: MOBA and League of Legends. In Proceedings of DIGRA 2013: DeFragging Game Studies, Atlanta, GA.
Ferrari, S. (2013). Esport and the Human Body: Foundations for a Popular Aesthetics. In Proceedings of DIGRA 2013: Defragging Game Studies, Atlanta, GA.
Felczak, M. (2022). Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events. In Video Games and Comedy (pp. 233-250). Palgrave Macmillan, Cham.
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.
Felczak, M. (2015). Narratives of Spectatorship: E-sports in Poland. In T. Bártek, J. Miškov & J. Švelch (Eds.), New Perspectives on Game Studies (pp. 109–124). Brno: Masaryk University.
Faust, K., Meyer, J., & Griffiths, M. (2013). Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77.
Fanzo, J., Gu, R., Han, J., Majmudar, K., Deng, T., Cheng, F., Li, C. & Hammer, J. (2017). What Lurks in the Dark: An Audience Participation Horror Game. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play…
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:…
Falcão, T., Marques, D., Mussa, I., & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. gamevironments, (13), 38-38.
Falcão, T., Marques, D., Mussa, I. & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. Gameviroments, No. 13, 382-419.
Falcão, T. (2021). Ancient Stirrings: Approaching Magic: The Gathering's eSports Turn. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
Fagundes Pase, A., & Schultz, H. (2015). 2013, The Year eSports Defined Their Place in Brazil. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 23–28). Norderstedt: Books on Demand GmbH.
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.
Faas, T., Dombrowski, L., Young, A., & Miller, A. D. (2018). Watch me code: Programming mentorship communities on twitch. tv. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.
Faas, T., Dombrowski, L., Brady, E., & Miller, A. (2019). Looking for group: Live streaming programming for small audiences. In International Conference on Information (pp. 117-123). Springer, Cham.
Evren, C., Dalbudak E., Topcu, M., Kutlu, N., Evren, B., & Pontes, H. M. (2018). Psychometric Validation of the Turkish Nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Psychiatry Research, 265, 349-354
Evren, B., Evren, C., Dalbudak, E., Topcu, M., & Kutlu, N. (2018). Relationship of Internet Addiction Severity with Probable ADHD and Difficulties in Emotion Regulation Among Young Adults. Psychiatry Research, 269, 494-500.
Engerman, J. A., Otto, R. F., & VanAuken, M. (2021). EsportsU Digital Warrior Camp: Creating an Esports-Based Culturally Relevant Computing Living Learning Camp. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and…
Elzen, L. C. (2022). Esports as a novel way of socializing and networking for students and businesses: in and beyond COVID-19 times (Master's thesis, University of Twente).
El Afi, F., & Ouiddad, S. (2021). The Rise of Video-Game Live Streaming: Motivations and Forms of Viewer Engagement. In International Conference on Human-Computer Interaction (pp. 156-163). Springer, Cham.
Ekdahl, D., & Ravn, S. (2022). Social bodies in virtual worlds: Intercorporeality in Esports. Phenomenology and the Cognitive Sciences, 21(2), 293-316.
Ekdahl, D., & Ravn, S. (2018). Embodied Involvement in Virtual Worlds: the Case of eSports Practitioners. Sport, Ethics, and Philosophy, 13(2), 132-144.
Ehnold, P., Gohritz, A., Lichtenwimmer, D. (2018). Playstation und Fußballplatz: vom eSport-Zuschauer zum Fußballfan? Sciamus – Sport und Management, 2/2018, 1-20.
Egliston, B. (2020). ‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game. New Media & Society, 22(6), 984-1003.
Egliston, B. (2021). Data and e-sport's attention ecnomy. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
Egliston, B. (2015). Playing Across Media: Transtextuality in Competitive Games and eSports. In Proceedings of DiGRA 2015: Diversity of play: Games — Cultures — Identities.
Ebrahimi, M., & Chen, L. (2014). Emerging Cyberwork Attack Vectors: Modification, Customization, Secretive Communications, and Digital Forensics in PC Video Games. Published in 2014 International Conference on Computing, Networking (ICNC).
Dykstra, R., Koutakis, P., & Hanson, N. (2021). Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers. International Journal of eSports Research (IJER), 1(1), 1-14.
Dux, J., & Kim, J. (2018). Social live-streaming: Twitch. TV and uses and gratification theory social network analysis. Computer Science & Information Technology, 100, 47-61.
Dupuy, A., Campbell, M. J., Harrison, A. J., & Toth, A. J. (2024). On the necessity for biomechanics research in esports. Sports Biomechanics, 1–13. https://doi.org/10.1080/14763141.2024.2354440
Ducrocq, S. (2011). Les tribus ludiques du” LAN party”: perspectives d’apprentissage et de socialisation en contexte de compétition de jeux vidéo en réseau local. Doctoral dissertation. Université du Québec à Montréal, Montreal.
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.
Drankou, P., & Zykov, S. (2020). Chat-based approach applied to automatic livestream highlight generation. In International conference on intelligent decision technologies (pp. 437-447). Springer, Singapore.
Drachen, A., Yancey, M., Maguire, J., Chu, D., Wang, I. Y., Mahlmann, T., …, & Klabjan, D. (2016). Skill-based Differences in Spatio-temporal Team Behavior in Defence of the Ancients 2. 6th IEEE Consumer Electronics Society Games, Entertainment,…
Dor, S., & Perron, B. (2014). Addressing the Preservation of Gameplaying: Archiving Actional Modalities (Execution, Resolution, and Strategy). In F. Giordano & B. Perron (eds.), The Archives: Post-Cinema And Video Game Between Memory And The Image…
Dor, S. (2011). De la stratégie et de la tactique. La ruse dans les jeux de stratégie en temps réel. In C. Perraton & M. Bonenfant (Éds.), La ruse. Entre la règle et la triche (p. 113-130). Presses de l’Université du Québec.
Dor, S. (2015). Identité(s) du joueur et du personnage. Au-delà de l’analyse mimétique des jeux vidéo. In C. Perraton & M. Bonenfant (eds.), Identité et multiplicité en ligne (p. 67-86). Presses de l’Université du Québec.
Donschen, D. (2010). The End of the ESWC and How to Move On. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 23–27). Norderstedt: Books on Demand GmbH.
Donoghue, J., Schmidt, G. J., Balentine, J. R., & Zwibel. H. (2019). Managing the Health of the eSport Athlete: An Integrated Health Management Model. BMJ Open Sport & Exercise Medicine, 5, 1-6.
Dongsheng, Y., Xiaohang, Y., & Daofeng, K. (2011). The Present Situation and Development Trend of E-sports Games in China. In IEEE Future Computer Science and Education Proceedings (pp. 384–386). Piscataway, NJ: IEEE.
Donaldson, S. (2016). Metagaming and Subversive Play in League of Legends. Proceedings of the First International Joint Conference of DiGRA and FDG Dundee, Scotland: Digital Games Research Association and Society for the Advancement of the Science of…
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.
Dobill, M. (2017). Leveling (up) the Playing Field: A Policy-Based Case for Legalizing and Regulating Esports Gambling. Loyola of Los Angeles Entertainment Law Review, 37(2), 139-179.
Do, S., Chang, M., & Lee, B. (2021). A Simulation Model of Intermittently Controlled Point-and-Click Behaviour. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA,…
Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V., & Sellers, N. (2020). Don't just watch, join. In: Exploring information behavior and copresence on Twitch. Computers in Human Behavior, 105, 106221.
Dipa Kalyani Sujata, P., Bianca Sardjono, S., & Putri Hendratno, S. (2022). Esport Ecosystem, Financial Behavior, and Carbon Emissions in Indonesian Urban Area. In 2022 4th Asia Pacific Information Technology Conference (pp. 123-130).
Dinansyah, F., Tjokrodinata, C., & Bangun, C. R. A. (2022). The Role of Esports Organisations in Accessibility for Disability Players. Ultimacomm: Jurnal Ilmu Komunikasi, 14(1), 67-79.
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…