Martins, D. J. D. Q., Moraes, L. C. L., & Marchi Júnior, W. (2022). COVID-19 impacts on school sports events: an alternative through E-sports. Managing Sport and Leisure, 27(1-2), 45-49.
Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.
Kow, Y. M., Young, T., & Salen Tekinbas, K. (2014). Crafting the Metagame: Connected Learning in the StarCraft 2 Community. Irvine, CA: Digital Media and Learning Research Hub.
Christophers, J. (2012). Creating an eSports product: The Go4 Cupseries. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 10–25). Norderstedt: Books on Demand GmbH.
Oh, S., Kim, J., Ji, H., Park, E., Han, J., Ko, M., & Lee, M. (2020). Cross-cultural comparison of interactive streaming services: Evidence from Twitch. Telematics and Informatics, 55, 101434.
Arnett, L., Netzorg, R., Chaintreau, A., & Wu, E. (2019). Cross-platform Interactions and Popularity in the Live-streaming Community. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).
Lessel, P., Vielhauer, A., & Krüger, A. (2017). CrowdChess: A System to Investigate Shared Game Control in Live-Streams. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 389-400).
Weiss, T. (2008). Cultural Influences on Hedonic Adoption Behavior: Propositions Regarding the Adoption of Competitive Video and Computer Online Gaming. In Proceedings of the SIG-DIGIT Workshop 2008.
Nyström, A. G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., ... & Törhönen, M. (2022). Current issues of sustainability in esports. International Journal of Esports, 3(3).
Jenny, S. E., Gawrysiak, J., & Besombes, N. (2021). Current Landscape of Higher Education Performance
and Health-Related Esports Academic Programming. Association for Computing Machinery.
Sabtan, B., Cao, S., & Paul, N. (2022). Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches. Entertainment Computing, 42, 100481.
Boguslavskaya, V., Budnik, E., Azizulova, A., & Sharakhina, L. V. (2018). Cybersport Community: Social Structures Transformation as a Basis for Intercultural Dialogue. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial…
Nothelfer, N. & Petschinka, P. (2021). Das Versäumnis des Gesetzgebers in der Causa eSport und dessen Auswirkungen auf die Praxis. Sport- und E-Sportrecht in der Praxis, 26-31. (article in the founding issue)
Pires, K., & Simon, G. (2014). Dash in twitch: Adaptive bitrate streaming in live game streaming platforms. In Proceedings of the 2014 Workshop on Design, Quality and Deployment of Adaptive Video Streaming (pp. 13-18).
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.
Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2017). Data Preprocessing of eSport Game Records: Counter-Strike: Global Offensive. In DATA 2017 – Proceedings of the 6th International Conference on Data Science, Technology and Applications (pp.…
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.
Ringer, C., & Nicolaou, M. A. (2018). Deep unsupervised multi-view detection of video game stream highlights. In Proceedings of the 13th International Conference on the Foundations of Digital Games (pp. 1-6).
Wardle, H., Petrovskaya, E., & Zendle, D. (2020). Defining the Esports Bettor: Evidence from an Online Panel Survey of Emerging Adults. International Gambling Studies, published online before print.
Mendoza, G., Bonilla, I., Chamarro, A., Jiménez, M., & Barcelona, V. (2022). Defining what an esports player is. A systematic review on the samples used in esports research.
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.
Rudolf, K., Bickmann, P., Froböse, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019. International Journal of Environmental Research and Public…
Abad, J. E. (2015). Deportes Electrónicos: A un clic de distancia. 11° Congreso Argentino y 6° Latinoamericano de Educación Física y Ciencias, Universidad Nacional de La Plata.
Antón-Roncero, M., & García García, F. (2014). Deportes electrónicos. Una aproximación a las posibilidades comunicativas de un mercado emergente. Questiones publicitarias, 1 (19), 98–115.
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)
Mora, P. (2005). Derrière l’e-sport : un conflit d’experts de jeux réseaux compétitifs. In T. Fortin, P. Mora & L. Trémel (Eds.), Les jeux vidéo : pratiques, contenus et enjeux sociaux (pp. 25-121). Paris, L’Harmattan, coll. « Champs Visuels ».
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…
Glickman, S., McKenzie, N., Seering, J., Moeller, R., & Hammer, J. (2018). Design challenges for livestreamed audience participation games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (pp. 187-199).
Brown, M., & Anderson, S. L. (2021). Designing for Disability: Evaluating the State of Accessibility Design in Video Games. Games and Culture, 16(6), 702-718.
Carlsson, C., & Pelling, A. (2015). Designing Spectator Interfaces for Competitive Video Games. Master’s thesis. Chalmers University of Technology, Gothenburg.
Zhou, Y., & Farzan, R. (2021). Designing to Stop Live Streaming Cyberbullying: A case study of Twitch Live Streaming Platform. In C&T'21: Proceedings of the 10th International Conference on Communities & Technologies-Wicked Problems in the Age of…
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).
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.
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.
Zhao, Q., Chen, C. D., Cheng, H. W., & Wang, J. L. (2018). Determinants of live streamers’ continuance broadcasting intentions on Twitch: A self-determination theory perspective. Telematics and Informatics, 35(2), 406-420.
Kurt, S., & Nothelfer, N. (2020). Die Anwendbarkeit des technischen Arbeitsschutzrechts bei spielbezogenen eSport-Tätigkeiten. Recht der Arbeit, 211-220.
Nothelfer, N. (2021). Die Bundesregierung zur Förderung des eSports in Deutschland – Antwort auf BT-Drs. 19/28730. Sport- und E-Sportrecht in der Praxis, 124-127.
Grotz, M., & Breuer, M. (2020). Die mediale Rezeption des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 123–141). Wiesbaden: Springer Gabler.
Hentsch, C.-H. (2018). Die Urheberrechte der Publisher bei eSport: vertragliche Ausgestaltung der Rechteeinräumung bei Computerspielen. Multimedia und Recht, 3-6.
Müller-Lietzkow, J. (2007). Die Veränderung des traditionellen Sportbildes in Gesellschaft und Politik durch eSport. Computerspiele und Politik. Zur Konstruktion von Politik und Gesellschaft in Computerspielen, 221-247.
Anderie, L., & Görlich, D. (2020). Die wirtschaftliche Perspektive des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 21–32). Wiesbaden: Springer Gabler.
Leforestier, T. (2019). Difference between Brands’ and Charities’ Perception on the French Esport Scene. Master’s Thesis. Dublin Business School, Dublin.
Jeong, I., Nakagawa, K., Osu, R., & Kanosue, K. (2022). Difference in gaze control ability between low and high skill players of a real-time strategy game in esports. PloS one, 17(3), e0265526.
Neus, F., Nimmermann, F., Wagner, K., & Schramm-Klein, H. (2019). Differences and Similarities in Motivation for Offline and Online eSports Event Consumption. In Proceedings of the 52nd Hawaii International Conference on System Sciences.
Carr, K. (2021). Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration. JOURNAL OF DISPUTE RESOLUTION, 335.
Sjöblom, M., Macey, J., & Hamari, J. (2020). Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating. Internet Research. Ahead-of-print. doi: 10.1108/INTR-07-2018-0304
Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 525-540), Berlin: Springer.
McCauley, B., Nguyen, T. H. T., McDonald, M., & Wearing, S. (2020). Digital Gaming Culture in Vietnam: An Exploratory Study. Leisure Studies, 39(3), 372-386.
Kordyaka, B. (2018). Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games. In Proceedings of the 39th International Conference on Information Systems (ICIS2018). San Francisco, CA.
Claudia Niessner, Florian Schultz, Nina Schaffert & Peter Weigel (Hrsg.), Informationen für den sportwissenschaftlichen Nachwuchs / Digitale Sportwissenschaften - Schöne neue Welt!? dvs-Kommission Wissenschaftlicher Nachwuchs,
Verein zur Förderung…
Huston, C., Cruz, A. G. B., & Zoppos, E. (2021). Dimensionalizing esports Consumption: Alternative journeys to professional play. Journal of Consumer Culture, published online.
Anderson, S. L., & Schrier, K. (Kat). (2022). Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture. Games and Culture, 17(2), 179-197.
Lee, S.-S., Tan, W. P., Lin, H.-Y., Lin, C. W., & Teo, K. (2018). Discussion on the Consumers Motivation to Watch E-sports Game and the Follow-up Behaviors Intention.
Maldonado-Murciano, L., Guilera, G., Montag, C., & Pontes, H. M. (2022). Disordered gaming in esports: Comparing professional and non-professional gamers. Addictive Behaviors, 132, 107342.
Amazan-Hall, K., Chen, J. J., Chiang, K., Cullen, A. L. L., Deppe, M., Dormitorio, E., … Trammell, A. (2018). Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI. International Journal of Gaming and…
Kari, T., & Karhulahti, V.-M. (2016). Do E-Athletes Move? A Study on Training and Physical Exercise in Elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53–66.
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.
Şengün, S., Santos, J. M., Salminen, J., Jung, S. G., & Jansen, B. J. (2022). Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends. Technological Forecasting and Social Change, 177,…
Scelles, N., Peng, Q., & Valenti, M. (2021). Do the Peculiar Economics of Professional Team Sports Apply to Esports? Sequential Snowballing Literature Reviews and Implications. Economics, 9(31).
Pfeiffer, A., Wernbacher, T., Denk, N., & Kriglstein, S. (2020). Do You Love It Already or Do You Still Ignore It? The Two Faces of the Phenomenon Spectatorship in Esports.
Rabu, G. (2021). Does eSports Industry Need State Recognition? A Brief Analysis in the Light of French Law. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 62-69). Norderstedt: Books on Demand.