Browse Items (1774 total)

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Conte, T. M. (2022). Apotheosis or Downfall: past, present, and future of sport and money through the Olympic Games and the European Super League.

Yee, Z. Y. (2022). Online esports competitive team finder web app with built-in tournament creator, custom lobby match-up and profile ratings based on participations and compliments (Doctoral dissertation, UTAR).

Aallo, M. (2022). The fascination of virtual skins and consumers buying behaviour in Counter Strike Global Offensive.

Park, S. (2022). Psychosocial Factors Affecting Intention to Play Esports (Doctoral dissertation, Marshall University).

Jung, K. S. (2022). Assessment of the Utilization of Ergonomics in Collegiate Varsity Esports Programs (Doctoral dissertation, Ohio University).

Kimpo, F. L. Q., Luna, J. R. C., Sabban, P. M. F., & Yap, J. K. D. (2022). PC video game industry: Analyzing the moderating effect of player types on the relationship between monetization offerings, challenge, social aspect, player expenditure, and…

German, V. P. (2022). Increasing Practical Verbal Behavior in Esports Players.

Ekdahl, D. (2022). Both Physical and Virtual: On Immediacy in Esports. Frontiers in Sports and Active Living, 4.

Putri, F. F. S. (2022). Branding Team Xfg Esport.

Hohlfeld, L. (2022). Gaming Communities.

Nolin, G. (2022). How franchised eSports brands can direct communications to different consumers.

Oksala, A. (2022). The importance of communication in esports: an ethnographic interview with a Finnish Counter-Strike: Global Offensive team.

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).

McCutcheon, C. (2022). eSport, work, sport and play: relationships and pathways to a new continuum model (Doctoral dissertation, Macquarie University).

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Smeekes, W. A. C. (2022). Social Media Content Marketing for Millennials, Generation Z, and the Esports Target Market.

Woolhouse, R. A. (2022). Validation of the diagnostic criteria of Internet Gaming Disorder in the DSM-V among the esports community (Doctoral dissertation, University of Surrey).

Lukkari, A. (2022). Effects of Caffeine on Performance in Esports.

Leis, O. Stress (2022), Psychophysiology, and Performance in Esports: From the Relevance of Research to Intervention Strategies.

Rouhiainen, T. (2022). Esports event marketing.

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

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

Machado, S., de Oliveira Sant'Ana, L., Cid, L., Teixeira, D., Rodrigues, F., Travassos, B., & Monteiro, D. (2022). Impact of victory and defeat on the perceived stress and autonomic regulation of professional eSports athletes. Frontiers in…

Jia, W. (2022). Book Review: Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes.

Ramírez, J. F. V., & Carrión, E. L. G. (2022). Live-Streaming Culture in the Esports Community. In Esports and the Media (pp. 35-51). Routledge.

Kiser, C. (2022). Developing & Proposing an Esports Undergraduate Academic Program.

Migliore, L. (2022). (E) sports Medicine on Campus. In Understanding Collegiate Esports (pp. 78-105). Routledge.

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.

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.

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

Quan, L., & Yoo, C. (2022). The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory. Journal of Korea Game Society, 22(1), 109-118.

Pyun, H., Jang, W. E., Lee, G., Ryu, Y., Hwang, H., & Jeong, J. (2023). Determinants of Esports Highlight Viewership: The Case of League of Legends Champions Korea.

Choi, K. H. (2022). eSports Perception and Analysis of Differences among Deaf. The Journal of the Convergence on Culture Technology, 8(1), 245-252.

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

Akan, B. A. Y. R. A. K. D. A. R., Alin, L. A. R. İ. O. N., Işık, B. A. Y. R. A. K. T. A. R., & Pelin, A. V. C. I. (2022). The effects of esports on sleep: a systematic literature review. Ovidius University Annals, Series Physical Education &…

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

Paiva, L. P., Alves Evangelista, L. D. M., & Foloni, M. L. (2022). esports athletes in brazil: history and law. Gaming Law Review, 26(2), 90-97.

Kropachev, S. (2022). Guidebook for eSport fighting-game event planning: case Install 2022.

Bonkalo, T., Makeeva, V., Tsygankova, M., Rybakova, A., Aralova, E., & Plekhanova, E. (2022). Public attitudes to esports development based on the survey of university students and sports psychologists. Revista Conrado, 18(87), 346-351.

Avgeropoulos, I. (2022). Promotion of Esports University.

Wang, Y., Zheng, X., & Fan, T. (2022, August). Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media. In 2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI) (pp.…

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

Kwag, S., Lee, W. J., & Ko, Y. D. (2022). Optimal seat allocation strategy for e‐sports gaming center. International Transactions in Operational Research, 29(2), 783-804.

Agrawal, M., & Upadhyay, A. K. (2022). Understanding esports industry and impact of Covid-19 on it: a review of literature. Cardiometry, (22), 371-376.

Camilleri, P. (2022). Esports: A New Frontier for Inclusion Through Competitive Game Engagement. In Inclusive Digital Education (pp. 293-309). Cham: Springer International Publishing.

Bisht, A., Sharma, H. K., & Choudhury, T. (2022). Effect of esports Among Students in COVID Era. In Micro-Electronics and Telecommunication Engineering (pp. 517-524). Springer, Singapore.

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

Vo, L. A. " Women in Esport: Exploring the overt and subtle barriers of women in Esports.

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

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

Raphael, D. K., & Heng, P. H. (2022, April). Descriptive Study of eSports Viewership Motivation of Young Adulthood in Indonesia During The COVID-19 Pandemic. In 3rd Tarumanagara International Conference on the Applications of Social Sciences and…

Boudaoud, B., Spjut, J., Kim, J., Madhusudan, A., & Watson, B. (2022). Esports and expertise: what competitive gaming can teach us about mastery. Interactions, 29(6), 54-59.

Giakoni, F., López, M., Segado, F., Manzanares, A., & Mínguez, J. (2022). An implicit research methodology to evaluate advertising effectiveness in Esports streaming based on viewers’ gaze, cognitive and emotional responses. SPORT TK-Revista…

Lai, W., Wang, W., & Li, F. (2022). The Impact of eSports Performance and Social Interaction on eSports Online Viewership and Viewer Experience.

Black, W. L., & Gray, K. L. (2022). Using Esports to Amplify Historically Black Colleges and Universities: Shifting the Narrative. In Understanding Collegiate Esports (pp. 21-32). Routledge.

Wearing, J. (2022). Online toxicity as violence in esports: a League of Legends case study (Doctoral dissertation, Macquarie University).

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

Kim, J., & Hwang, O. C. (2022). A study on the popularization of eSports: Focusing on the Awareness of Korean eSports Users and Policy. e 스포츠 연구: 한국 e 스포츠학회지, 4(2), 93-105.

Ferreira, R. G. S. S. (2022). The impact of esports sponsorship on shareholder wealth: an event study (Doctoral dissertation).

Zaib Abbasi, A., Alqahtani, N., Tsiotsou, R. H., Rehman, U., & Hooi Ting, D. (2023). Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement.

Derval, D. (2022). Sense of Motion, eSports, and the Future of Entertainment. In The Right Sensory Mix (pp. 159-182). Springer, Berlin, Heidelberg.

Freitas, B. D. A., & Contreras-Espinosa, R. S. (2022). 6 How the Negative Public View of Videogames Threatens Esports Sponsors. Esports and the Media, 85.

Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).

Cho, Y., Cohen, E. S., Freund, A. E., Yip, J., & Lee, J. H. (2022). Coaching in Esports: Promoting Well-Being and Performance. In Understanding Collegiate Esports (pp. 68-77). Routledge.

Ryška, J. (2022). Development and Forecast of Esports Industry.

Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C. (2022). The Social Media Impact of Esports: The Case of Esports on Facebook. In Esports and the Media (pp. 19-32). Routledge.

Argilés, M., Quevedo-Junyent, L., & Erickson, G. (2022). Topical Review: Optometric Considerations in Sports Versus E-Sports. Perceptual and Motor Skills, 00315125211073401.

Yu, W. B., Beres, N. A., Robinson, R. B., Klarkowski, M., & Mirza-Babaei, P. (2022, April). Exploring Esports Spectator Motivations. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-6).

Anshari, F., Evangelina, J., & Abbabil, S. U. (2022). Commodifiaction Of Workers On Esports Athletes In Digital Sports Industry. Jurnal Komunikasi, 14(2), 277-298.

Sakamoto, T. (2022). Phenomenological Critique of the esports Experience: Focusing on Similarities with Drone Weapons. International Journal of Sport and Health Science, 202141.

Webb, M. D. (2022). History and Effectiveness of Sponsorships in Esports. The Park Place Economist, 29(1), 9.

Jonasson, K., Nelson, A., & Svensson, M. (2022). Esports, Higher Ed. and Young People with Disabilities. In ERNC22, Esport Research Network Conference, Jönköping, Sweden, November 21-23, 2022.

Sabtan, B. A. (2022). Human Factors in Esports: Investigating performance measures, coaching practices, and stress training in League of Legends (Doctoral dissertation, University of Waterloo).

Wongkar, M., Kindangen, P., & Gunawan, E. (2022). EXPLORING IMPULSIVE BUYING OF ESPORT PLAYER AMONG SAM RATULANGI UNIVERSITY STUDENTS. Jurnal EMBA: Jurnal Riset Ekonomi, Manajemen, Bisnis dan Akuntansi, 10(4), 705-716.

Bai, D., Chen, L., Wang, Y., & Guan, G. (2022). Esports Industry, Video Game Industry and Economic Growth: An Empirical Research in China. Video Game Industry and Economic Growth: An Empirical Research in China (April 3, 2022).

Wolf, C., & Krämer, F. (2022). Women in Esports: A Qualitative Study on Shared Experiences of Women in the Esports Industry.

Wang, Z. (2022). The electric brain: new intelligent agents in esports.

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).

Wong, J. A. (2022). APRU 2021 Competition-2nd Prize for Health and Wellness in Esports. International Journal of Esports, 2(2).

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.

Gargallo Serrano, E. (2022). Traditional sports organizations’ expansion to eSports.

Machado, S., Sant’Ana, L. D. O., Travassos, B., & Monteiro, D. (2022). Anodal Transcranial Direct Current Stimulation Reduces Competitive Anxiety and Modulates Heart Rate Variability in an eSports Player. Clinical Practice and Epidemiology in Mental…

Polat, V., & Şenbiçer, Ş. (2022). Esports Business and Cyberbullying: Risks and Precautions. In Handbook of Research on Digital Citizenship and Management During Crises (pp. 94-115). IGI Global.

Sousa, B. A. M. (2022). Esports Penetration in the Global Market-Insertion in education sector.

Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M. (2022). “Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports. Frontiers in Sports and Active Living, 4.

Cardoso, A., & Almeida, V. (2022). The Virtual Meets the Real in Sports World: Is There a Circular Effect Between Traditional Sports and eSports Fan Identification?. Brazilian Business Review.

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

Li, M., & Xiong, H. (2022). Virtual identities and women’s empowerment: the implication of the rise of female esports fans in China. Sport in Society, 1-23.

Zyza, J. (2022). Esports Fans as Players and Their Motivations to Spectate Esports: Case of League of Legends.

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

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.

González, P. (2022). Prediction of mental strength from the satisfaction of basic needs in CABA and GBA esports players. Interacciones, e261-e261.

Nufer, G., & Mariot, D. (2022). Branding in eSports: An Empirical Analysis of the Specifics of Public Relations Compared to Traditional Sports. IUP Journal of Brand Management, 19(2).

Ke, X., Wagner, C. (2022): "EVERYDAY GAMING INDUCES AMATEUR ESPORTS PARTICIPATION THROUGH COMMITMENT". ECIS 2022 Research Papers. 105.
https://aisel.aisnet.org/ecis2022_rp/105

ŞAHİN, A., KARAKAYA, Y. E., & ÖZKAL, M. C. (2022). The Sport of the Digital World: E-Sports. Anatolia Sport Research, 3(2), 1-8.

Bonnevie, E., Paczkowski, M. M., Barth, C., Janzen, T., Wartella, E., & Smyser, J. (2022). A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative. NEJM Catalyst…

Kim, S. J. (2022). THE ESPORT POINTS OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT ORGANIZATIONS.

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

Klíma, O. (2022). Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports. American Journal of Cultural Sociology, 10(4), 570-595.
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