Browse Items (1775 total)

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

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.

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

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

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

Tags:

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

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

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

Striner, A., Webb, A. M., Hammer, J., & Cook, A. (2021). Mapping Design Spaces for Audience Participation in Game Live Streaming. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-15).

Stringfield, J. (2022). Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies.

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…

Suarez, D. (2022). Structure and Gaps of Esport Governance and Path for its Pursuit of Legitimacy Among Traditional Sports.

Parshakov, P., & Zavertiaeva, M. (2015). Success in eSports: Does Country Matter?

Suggs, D. W. (2022). Organizing and Governing Collegiate Esports. In Understanding Collegiate Esports (pp. 106-120). Routledge.

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.

Summerley, R. K. (2021). A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Sun, Y., Shao, X., Li, X., Guo, Y., & Nie, K. (2019). How live streaming influences purchase intentions in social commerce: An IT affordance perspective. Electronic Commerce Research and Applications, 37, 100886.

Surjadi, E. V., & Aryanto, B. (2022). Interjection by Commentators in Identity V E-Sports Tournament. Japanese Research on Linguistics, Literature, and Culture, 4(2), 104-113.

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.

Šutalo, I. (2022). Vođenje projekata u esport industriji (Doctoral dissertation, University of Zagreb. Faculty of Economics and Business. Department of Informatics).

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

Tags:

Švec, O. (2022). Predicting Counter-Strike Game Outcomes with Machine Learning.

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

Švelch, J., & Švelch, J. (2020). “Definitive playthrough”: Behind-the-scenes narratives in let’s plays and streaming content by video game voice actors. New Media & Society, 1461444820971778.

Svensson, T., & Bucher, R. (2022). Poggers in the Chat: En kvalitativ analys av Twitch-chattens kommunikativa ritualer.

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

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

Swettenham, L., & Whitehead, A. (2022). Working in Esports: Developing Team Cohesion. Case Studies in Sport and Exercise Psychology, 6(1), 36-44.

Sykas, S. (2021). Digital Arenas: The regulatory framework and other relevant issues on eSports online betting. Homo Virtualis, 4(1). 10-16.

Syrota, L. (2010). hoorai's Most Valuable Asset. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 95–102). Norderstedt: Books on Demand GmbH.

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.

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.

Szot, M., Karpęcka-Gałka, E., Dróżdż, R., & Frączek, B. (2022, January). Can Nutrients and Dietary Supplements Potentially Improve Cognitive Performance Also in Esports?. In Healthcare (Vol. 10, No. 2, p. 186). MDPI.

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

Tang, M., & Huang, J. (2019). How to earn money in live streaming platforms?—A study of donation-based markets. In IEEE INFOCOM 2019-IEEE Conference on Computer Communications (pp. 1558-1566). IEEE.

Tang, T., Cooper, R., & Kucek, J. (2021). Gendered Esports: Predicting Why Men and Women Play and Watch Esports Games. Journal of Broadcasting & Electronic Media, https://doi.org/10.1080/08838151.2021.1958815.

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

Tang, W. (2018). Understanding Esports from the Perspective of Team Dynamics. The Sport Journal, 21, published online 26 July.

Taylor, N. (2021). Kinaesthetic Masculinity and the Prehistory of Esports. ROMchip, 3(1).

Taylor, N. T. (2009). Where the Women are(n’t): Gender and a North American ‘Pro-gaming’ Scene. In B. Atkins, H. Kennedy, & T. Krzywinska (Eds.), Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of the 2009 Digital…

Taylor, N. T. (2009). Power Play: Digital Gaming Goes Pro. Doctoral Dissertation. York University, Toronto.

Tags:

Taylor, N. T. (2011). Play Globally, Act Locally: The Standardization of Pro Halo 3 Gaming. International Journal of Gender, Science and Technology, 3(1).

Taylor, N. T. (2012). ‘A Silent Team is a Dead Team‘: Communicative Norms in Team-based Halo 3 Play. In G. Voorhees (Ed.), Guns, Grenades and Grunts: First Person Shooter Games. New York: Continuum.

Taylor, N. T. (2016). Play to the Camera: Video Ethnography, Spectatorship, and e-Sports. Convergence, 22(2), 115-130.

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

Taylor, N., & Hammond, R. (2018). Outside the Lanes: Supporting a Non-normative League of Legends Community. In T. Harper, M. Blythe-Adams & N. Taylor (Eds.), Queer Studies/Game Studies: Playing Out Binaries. New York: Palgrave-Macmillan.

Taylor, N., & Stout, B. (2020). Gender and the Two-Tiered System of Collegiate Esports. Critical Studies in Media Communication, published online before print.

Taylor, N., Jenson, J., de Castell, S., & Dilouya, B. (2014). Public Displays of Play: Studying Online Games in Physical Settings. Journal of Computer-Mediated Communication, 19(4), 763-779.

Taylor, T. L. (2006). Does WoW Change Everything?: How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause. Games and Culture, 1(4), 318-337.

Taylor, T. L. (2006). Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press.

Tags: ,

Taylor, T. L. (2012). Raising the Stakes: The Professionalization of Computer Gaming. Cambridge, MA: MIT Press.

Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton: Princeton University Press.

Taylor, T. L., & Witkowski, E. (2010). This is How We Play it: What a Mega-LAN Can Teach Us About Games. In Y. Pisan (Ed.), Proceedings of the Fifth International Conference on the Foundations of Digital Game. Monterey, CA: ACM Press.

Tags:

Terranova, C. D. (2022). Perceived Impact of Collegiate Esports on Students and the College (Doctoral dissertation, Wilmington University (Delaware)).

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

Tharatipyakul, A., Li, J., & Cesar, P. (2020). Designing user interface for facilitating live editing in streaming. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-8).

Thiborg, J. (2009). eSport and Governing Bodies. Paper to be presented at the conference Kultur-Natur, Norrköping 16 June.

Tags:

Thiborg, J. & Carlsson, B. (2010). Law and Morality in Counter Strike. ESLJ, 8(1).

Tags: ,

Thomas, C. J., Rothschild, J., Earnest, C. P., & Blaisdell, A. (2019). The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players. Sports, 7(9), 196.

Thompson, J. (2022). The role of Twitch betting on gambling behaviours amongst esport spectators.

Thompson, J. J., Blair, M. R., Chen, L., & Henrey, A. J. (2013). Video Game Telemetry as a Critical Tool in the Study of Complex Skill Learning. PLoS ONE, 8(9).

Thompson, J., Taheri, B., & Scheuring, F. (2022). Developing esport tourism through fandom experience at in-person events. Tourism Management, 91, 104531.

Thompson, R. (2021). NACVGM 2020 Retrospective: Thoughts on Organizing a Digital Conference. In: Journal of Sound and Music in Games 2 (1): 70–76.

Thorhauer, Y., Jakob, A., & Ratz, M. (2018). E-Sport – Skizze eines neuen Forschungsfeldes. In Y. Torhauer & C. Kexel (Eds.), Compliance im Sport (pp. 105-126). Springer Gabler, Wiesbaden.

Tjokrodinata, C., Bangun, C. R. A., Dinansyah, F., & Farmita, A. R. (2022). Gamers with Different Ability and the role of EAI (E-Sports Ability Indonesia). Jurnal Interaksi: Jurnal Ilmu Komunikasi, 6(1), 52-66.

Tjonndal, A., & Skauge, M. (2021). Social Innovation and Virtual Sport: A Case of Esports in Norway. In A. Tjonndal (Ed.), Social Innovation in Sport (pp. 135-169). Cham: Springer.

Tjønndal, A. (2020). “What's Next? Calling Beer-Drinking a Sport?!”: Virtual Resistance to Considering eSport as Sport. Sport, Business and Management, published online before print.

Tjønndal, A. (2022). Introduction to social issues in esports. In Social Issues in Esports (pp. 3-10). Routledge.

Tjønndal, A. (Ed.). (2022). Social Issues in Esports. Taylor & Francis.

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.

Tjønndal, A., Wågan, F. A., & Røsten, S. (2022). Social issues in esports: Current and emerging trends in research. Social Issues in Esports, 11-28.

Todd, P. R., & Melancon, J. (2018). Gender and live-streaming: source credibility and motivation. Journal of Research in Interactive Marketing.

Todd, P. R., & Melancon, J. (2019). Gender differences in perceptions of trolling in livestream video broadcasting. Cyberpsychology, Behavior, and Social Networking, 22(7), 472-476.

Toft-Nielsen, C. (2016). Gaming Expertise Doing Gender and Maintaining Social Relationships in the Context of Gamers’ Daily Lives. Nordicom Review, 37, 71-83.

Tokbaeva, D., Horst, S. O., & de la Hera, T. (2022). eSports as a Digital Media Business. Die digitale Transformation der Medien, 403-427.

Tong, B. A. (2017). A New Player has Entered the Game: Immigration Reform for eSports Players. Jeffrey S Moorad Sports Law Journal, 24, 351–386.

Toomey, R. P. (2019). Upholding the Integrity of Esports to Successfully and Safely Legitimize Esports Wagering. Gaming Law Review, 23(1), 12-18

Törhönen, M., Giertz, J., Weiger, W. H., & Hamari, J. (2021). Streamers: the new wave of digital entrepreneurship? Extant corpus and research agenda. Electronic Commerce Research and Applications, 46, 101027.

Törhönen, M., Hassan, L., Sjöblom, M., & Hamari, J. (2019). Play, playbour or labour? The relationships between perception of occupational activity and outcomes among streamers and YouTubers. In: Proceedings of the 52nd Hawaii International…

Törhönen, M., Sjöblom, M., & Hamari, J. (2018). Likes and Views: Investigating Internet Video Content Creators Perceptions of Popularity. Proceedings of the the 2nd International GamiFIN Conference, Pori, Finland, 108-114.

Törhönen, M., Sjöblom, M., Hassan, L., & Hamari, J. (2019). Fame and fortune, or just fun? A study on why people create content on video platforms. Internet Research, 30 (1).

Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.

Torres-Toukoumidis, A., Marín-Gutiérrez, I., & Caldeiro, M. C. (2022). 7 Communication Experts’ Perspective on Esports. Esports and the Media, 104.

Toth, A. J., Conroy, E., & Campbell, M. J. (2021). Beyond action video games: Differences in gameplay and ability preferences among gaming genres. Entertainment Computing, 38, 100408.

Toth, A. J., Kowal, M., & Campbell, M. J. (2019). The Color-Word Stroop Task Does Not Differentiate Cognitive Inhibition Ability Among Esports Gamers of Varying Expertise. Frontiers in Psychology, 10, 1-7.

Toth, A. J., Ramsbottom, N., Constantin, C., Milliet, A., & Campbell, M. J. (2021). The Effect of Expertise, Training and Neurostimulation on Sensory-Motor Skill in Esports. Computers in Human Behavior, 121 (2021),

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.

Trancoso Jiminéz, J. (2016). E-Sports evolución y tratamiento en los medios. El caso League of Legends. Université de Séville.

Travassos Rosário, A., & Raimundo, R. G. (2021). Marketing and Sponsorship of Esports Without Getting Ganked: Understanding Past Research and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities…

Trent, L. D., & Shafer, D. M. (2020). Extending Disposition Theory of Sports Spectatorship to ESports. International Journal of Communication, 14, 1049-1069.

Trepte, S., Reinecke, L., & Jüchems, K. (2012). The Social Side of Gaming. How Online Computer Games Creates Online and Offline Social Support. Computers in Human Behavior, 28, 83.

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.

Triberti, S., Milani, L., Grumi, S., Peracchia, S., Curcio, G., & Riva, G. (2018). What Matters is When You Play: Investigating the Relationship Between Online Video Games Addiction and Time Spent Playing over Specific Day Phases. Addictive Behaviors…

Trotter, M. G. (2022). Health and psychological factors associated with in-game rank, and positive youth development in esports (Doctoral dissertation, Queensland University of Technology).

Trotter, M. G., Coulter, T. J., Davis, P. A., Poulos, D. R., & Polman, R. (2020). The Association between Esports Participation, Health and Physical Activity Behaviour. International Journal of Environmental Research and Public Health, 17, 7329.

Trotter, M. G., Coulter, T. J., Davis, P. A., Poulus, D. R., & Polman, R. (2022). Examining the impact of school esports program participation on student health and psychological development. Frontiers in Psychology, 12, 1-12.

Tseng, Y.-S. (2020). The Principles of Esports Engagement: A Universal Code of Conduct. Journal of Intellectual Property Law, 27(2), 209-250.

Tucker, J. C. (2022). A Study of Leadership Behaviors in Esports Contexts (Doctoral dissertation, Utah State University).

Türkay, S., & Adinolf, S. (2017). Appeal of Online Collectible Card Games: Social Features of Hearthstone. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 622-627). ACM.

Türkay, S., Formosa, J. Adinolf, S., Cuthbert, R., & Altizer, R. (2020). See No Evil, Hear No Evil, Speak No Evil: How Collegiate Esports Players Define, Experience and Cope with Toxicity. In CHI ’20: Proceedings of the 2020 CHI Conference on Human…
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2