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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.
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.