Browse Items (1774 total)

Partin, W. C. (2020). Bit by (twitch) bit:“platform capture” and the evolution of digital platforms. Social media+ society, 6(3), 2056305120933981.

Gray, K. L. (2020). Black Gamers’ Resistance. Race and Media: Critical Approaches, 241.

Rhoden, G., Nelson, H., Valladao, S., & Andre, T. (2021). Blood Glucose Levels in Response to 1 Hour of eSports Training: A Pilot Study. International Journal of Esports, Published online 05 April 2021.

Irwin, S. V., & Naweed, A. (2018). BM’ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports. Games and Culture, 15(4), 411-433.

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.

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

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. J. (2021). Boosting: Rank and Skill Deception in esports. Entertainment Computing, 36.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. (2021). Boosting: Rank and Skill Deception in Esports. Entertainment Computing 36, 100393.

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

Kemp, C., Pienaar, P. R., & Rae, D. E. (2020). Brace Yourselves: Esports is Coming. South African Journal of Sports Medicine, 32(1), 1-2.

Mühlbacher, H., Bertschy, M., & Desbordes, M. (2022). Brand identity dynamics–reinforcement or destabilisation of a sport brand identity through the introduction of esports?. Journal of Strategic Marketing, 30(4), 421-442.

Amor, J. S. C., Pérez-Campos, C., & Molina-García, N. (2020). Brand Image in Esports Events. Differences between Players and Non-Players. Journal of sport economics & management, 10(2), 102-113.

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).

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

Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the Stereotype: the Case of Online Gaming. CyberPsychology & Behavior, 6, 81–91.

DiFrancisco-Donoghue, J., Jenny, S. E., Douris, P. C., Ahmad, S., Yuen, K., Hassan, T., Gan, H., Abraham, K., & Sousa, A. (2021). Breaking up prolonged sitting with a 6min walk improves executive function in women and men esports players: a…

Jonasson, K. (2016). Broadband and Circuits: the Place of Public Gaming in the History of Sport. Sport, Ethics and Philosophy, 10(1), 5-13.

Berndt, A., Helmefalk, M., & McCauley, B. (2022). Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’. In 5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022..

Jodén, H., & Strandell, J. (2021). Building viewer engagement through interaction rituals on Twitch. tv. Information, Communication & Society, 1-18.

Savage, N., & O’Reilly, N. (2021). Burgeoning Growth of eCycling as an eSport. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 86-103). IGI Global.

Lantano, F., Petruzzelli, A. M., & Panniello, U. (2022). Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation. Technological Forecasting and Social Change, 174, 121210.

Carvalho, J. P. B. C. (2015). Business Models in Professional Electronic Sports Teams. Master Thesis. Universidade do Minho, Escola de Economia e Gestão.

Rea, S. C. (2018). Calibrating Play: Sociotemporality in South Korean Digital Gaming Culture. American Anthropologist, 120(3), 500-511.

Ke, X., Wagner, C., & Du, H. S. (2022). Calling for information systems research on esports: An overview study. Communications of the Association for Information Systems, 50(1), 10.

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

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Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.

Candela, J., & Jakee, K. (2018). Can ESports Unseat the Sports Industry? Some Preliminary Evidence from the United States. Choregia: Sport Management Journal, 14(2), 55-71.

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.

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.

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

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.

Kartal, M. (2023). Career Opportunities and Threats in Esports.Mediterranean Journal of Sport Science (MJSS).

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.

Canfield, B. (2017). Case Analysis: Gradually, Not Suddenly: Judge John C. Coughenour’s Crucial Role in the Legal Standing of Esports. Gaming Law Review-Economics Regulation Compliance and Policy, 21(8), 634-636.

Bentaleb, A., Akcay, M. N., Lim, M., Begen, A. C., & Zimmermann, R. (2021). Catching the moment with LoL+ in Twitch-like low-latency live streaming platforms. IEEE Transactions on Multimedia.

Pumsanguan, C., & Thithathan, S. (2022). Causal Factors Related to Management of eSport Clubs in Thailand. Annals of Applied Sport Science, 0-0.

Fnatic & Diver, M. (2017). Challenger: Devenez un Champion de League of Legends. Michel Lafon.

Zhao, K., Lu, Y., Hu, Y., & Hong, Y. (2018). Change, we can believe in: Examining spillover effect of content switching on live streaming platform. In 39th International Conference on Information Systems, ICIS 2018. Association for Information…

Chang, J., & Lee, D. (2022). Changes in user experience and satisfaction as media technology evolves: The reciprocal relationship between video games and video game-related media. Technological Forecasting and Social Change, 174, 121219.

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.

Vosmeer, M., Ferri, G., Schouten, B., & Rank, S. (2016). Changing roles in gaming: Twitch and new gaming audiences. In Proceedings of 1st International Joint Conference of DiGRA and FDG, Dundee, Scotland, UK (pp. 1-2).

Billings, A. C., & Hardin, M. (2022). Changing the Esport Debate: An Upstart Establishes Firm Footing in the Sports Arena. Communication & Sport, 10(2), 171-174.

Billings, A. C., & Hardin, M. (2022). Changing the Esport Debate: An Upstart Establishes Firm Footing in the Sports Arena. Communication & Sport, 10(2), 171-174.

Chow, L. (2022). Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future. Greenleaf Book Group.

Rintämaki, J., Jane Hayday, E., & Loat, R. (2023). "Chapter 31: Corporate social (ir-)responsibility - CSR in esports: a strategic bridge to sport for development?". In Handbook of Sport and International Development. Cheltenham, UK: Edward Elgar…

Jain, S., Niranjan, D., Lamba, H., Shah, N., & Kumaraguru, P. (2019). Characterizing and detecting livestreaming chatbots. In Proceedings of the 2019 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (pp. 683-690).

Demers, M. (2015). Chasing Champions - An eSports Travelogue. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 39–50). Norderstedt: Books on Demand GmbH.

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…

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.

Hwang, J. (2022). Cheating in E-Sports: A Proposal to Regulate the Growing Problem of E-Doping. Northwestern University Law Review, 116(5), 1283-1318.

Consalvo, M. (2007). Cheating. Gaining Advantage in Videogames. Cambridge, MA: MIT Press.

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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).

Rea, S. C. (2019). Chronotopes and Social Types in South Korean Digital Gaming. Signs and Society, 7(1), 115-136.

Zhu, Y., Yin, J., Yang, Z., & Cheng, Z. (2022). City Network and Industry Evolution: Case of the Esports Industry in the Yangtze River Delta, China. Journal of Urban Planning and Development, 148(3), 04022028.

Zhang, C., Liu, J., & Wang, H. (2017). Cloud-assisted crowdsourced livecast. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 13(3s), 1-22.

Besombes, N., Bodenand, X., Louchart, S., Delestage, C.A., & Alvarez, J. (2017). Clubs de football et e-sport: analyse croisée des influences et des repositionnements économiques et techniques. Congrès de l’International Society of Sport Sciences in…

Cai, L., Huang, Z., Feng, Q., Chang, X., & Yan, K. (2022). Co-Transformation of Digital Health and eSport in Metaverse: Moderating Effects of Digital Personality on Mental Health in Multiplayer Online Battle Arena (MOBA). International Journal of…

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.

Rambusch, J., Taylor, A.-S. A., & Susi, T. (2017). Cognitive Challenges in eSports. Proceedings of the 13th Swecog Conference 2017, Uppsala.

Gdowski, M. (2017). Cognitive Function Analysis in e-sport on Example of DotA 2 Game. Doctoral dissertation. Instytut Radioelektroniki i Technik Multimedialnych.

Schirra, S., Holmes, D., & Rhee, A. (2018). Collecting observational data about online video use in the home using open-source broadcasting software. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online…

Adams, M. (2020). Collective Bargaining Challenges in the Rise of Esports and Professional Video Gaming. Indiana Law Review, 53(2), 371-397.

Gray, K. L. (2013). Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color in Xbox Live. Ada: A Journal of Gender, New Media, and Technology, 2.

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

DiFrancisco-Donoghue, J., & Ballentine, J. (2018). Collegiate Esport: Where Do We Fit In? Current Sports Medicine Reports, 17(4), 117–118.

Richard, G. T., Mckinley, Z., & Ashley, R. (2018). Collegiate eSports as Learning Ecologies: Investigating Collaborative Learning and Cognition During Competitions. Proceedings of DiGRA 2018

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

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

Borges, G., Sigiliano, D., & Costa, S. (2022). Comparative Study of the Transmedia Element in Esports: America, Europe, and Asia. In Esports and the Media (pp. 69-84). Routledge.

Liu. S., Claypool, M., Kuwahara, A., Scovell, J., & Sherman, J. (2021). Comparing the Effects of Network Latency versus Local Latency on Competitive First Person Shooter Game Players. EHPHCI '21, May 8, 2021, Virtual Conference.

Karakus, E. C. (2015). Comparing Traditional Sports and Electronic Sports. Master’s Thesis. University of Illinois at Urbana-Champaign, Urbana, IL.

Lee, D., & Schoenstedt, L. J. (2012). Comparison of eSports and Traditional Sports Consumption Motives. Journal of Research, 6(2), 39-44.

Wechsler, K., Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen. International Journal of…

Kang, J. O., Kang, K. D., Lee, J. W.,, Nam, J. J., & Han, D. H. (2020). Comparison of Psychological and Cognitive Characteristics between Professional Internet Game Players and Professional Baseball Players. International Journal of Environmental…

Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Reaction Time Between eSports Players of Different Genres and Sportsmen. International Journal of eSports Research, 1(1), 1-15.

Wagner, M. (2007). Competing in Metagame Gamespace. Metapress.

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Witkowski, E. (2014). Competition and Cooperation. in B. Perron and M. J. Wolf (Eds.), The Routledge Companion to Video Game Studies. New York: Routledge.

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.

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Möglich, J. (2019). Competitive Gaming Between the Oceans. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 148–156). Norderstedt: Books on Demand GmbH.

Griffiths, R. P., Eastin, M. S., & Cicchirillo, V. (2016). Competitive Video Game Play: An Investigation of Identification and Competition. Communication Research, 43(4), 468-486.

Wood, L., Hoeber, O., Snelgrove, R., & Hoeber, L. (2019). Computer Science Meets Digital Leisure: Multiple Perspectives on Social Media and eSports Collaborations. Journal of Leisure Research, 50(5), 425-437.

Cumming, D. J.-J.; Gibbs, M., & Smith, Smith, W. (2021). Constructing Authentic Spectatorship at an Esports Bar. Journal of Contemporary Ethnography, 00(0), 1-32.

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171.

Bennett, M., Čironis, L., Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., ... & Koshy, A. (2022). Continuous monitoring of HRV in esports players. International Journal of Esports, 2(2).

Siutila, M., Karhulahti, V.-M., (2021) Continuous play: leisure engagement in competitive fighting games and taekwondo. Annals of Leisure Research. Published online.

Pereira, R., Wilwert, M. L., & Takase, E. (2016). Contributions of Sport Psychology to the Competitive Gaming: An Experience Report with a Professional Team of League of Legends. International Journal of Applied Psychology, 6(2), 27-30.

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

Al Dafai, S. (2016). Conventions within eSports: Exploring Similarities in Design. Proceedings of 1st International Joint Conference of DiGRA and FDG.

Jin, Y., & Yoon, T.-J. (2021). Convergence of Gaming and Media: Music and eSports. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

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.

Jacobs, N., & Booth, P. (2021). Converging experiences, converging audiences: An analysis of doctor who on Twitch. Convergence, 27(5), 1324-1342.

Rusk, F., & Ståhl, M. (2022). Coordinating teamplay using named locations in a multilingual game environment-Playing esports in an educational context. Classroom Discourse, 1-24.

This study investigates the video game play of a multiplayer firstperson shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all…

Lipovaya, V., Lima, Y., Grillo, P., Barbosa, C. E., Souza, J. M., & Duarte, F. J. (2018). Coordination, Communication, and Competition in eSports: A Comparative Analysis of Teams in Two Action Games. In Proceedings of the 16th European Conference on…

Gong, T., Fan, Z., Popovic, S., & Wang, G. (2022). Copyright protection of live esports broadcast under China's new Copyright Law. Technology in Society, 71, 102123.

Lopez, C., Pizzo, A. D., Gupta, K., Kennedy, H., & Funk, D. C. (2021). Corporate Growth Strategies in an Era of Digitalization: A Network Analysis of the National Basketball Association’s 2K League Sponsors. Journal of Business Research, 133,…

Machado, S., Travassos, B., Teixeira, D. S., Rodrigues, F., Cid, L., & Monteiro, D. (2021). Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review. Environmental Research and Public…

Brock, T. (2021). Counting clicks: Gameplay metrics, power and the body politics of competitive videogamers. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

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

Boyce, W. S., Morris, J., & Tracy, P. M. (2021). COVID-19 and the changes in daily streaming behavior of consumers in the United States. International Journal of Business Analytics (IJBAN), 8(3), 26-39.
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