Browse Items (1774 total)

Jenny, S., Hushman, G., & Hushman, C. (2013). Pre-service Teachers’ Perceptions of Motion-based Video Gaming in Physical Education. International Journal of Technology in Teaching and Learning, 9(1), 96-111.

Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2016). Virtual(ly) Athletes: Where eSports fit Within the Definition of ‘Sport’. Quest, 69(1), 1-18.

Jenny, S. E., Noble, K. M., Schary, D. P., & Hamill, S. D. (2018). Virtual and Authentic Tennis: Differences and Similarities of Three Common Tennis Strokes Performed by Collegiate Players. FACTA UNIVERSITATIS Series: Physical Education and Sport,…

Jenny, S. E., & Schary, D. P. (2016). Virtual and “Real-life” Wall/Rock Climbing: Motor Movement Comparisons and Video Gaming Pedagogical Perceptions. Sports Technology, 8(3), 100-111.

Jenny, S. E., & Schary, D. P. (2015). Motion-based Video Game and Authentic Wall/Rock Climbing: Motivations and Perceptions of Novice Climbers. International Journal of Technology in Teaching and Learning, 11(1), 35-49.

Jenny, S. & Schary, D. (2014). Exploring the Effectiveness of Learning American Football Through Playing the Video Game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 72-87.

Jenny, S.E., Schary, D. P., Noble, K. M. & Hamill, S. D. (2017). The Effectiveness of Developing Motor Skills Through Motion-based Video Gaming: A Review. Simulation & Gaming, 48(6), 722-734.

Ji, Z., & Hanna, R. C. (2020). Gamers First – How Consumer Preferences Impact eSports Media Offerings. International Journal on Media Management, 22(1), 13-29.

Jin, D. Y. (2010). Korea’s Online Gaming Empire. Cambridge, MA: MIT Press.

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Jin, D. Y. (2017). Smartland Korea: Mobile Communication, Culture, and Society. Ann Arbor, MI: The University of Michigan Press.

Jin, D. Y. (2020). Historiography of Korean Esports: Perspective on Spectatorship. International Journal of Communication, 14, 3727-3745.

Jin, D. Y., & Chee, F. (2009). The Politics of Online Gaming. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia- Pacific (pp. 19-38)., New York, NY: Routledge

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Johnson, M. R., & Woodcock, J. (2017). Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming. Thesis 11, 138(1), 26–45.

Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv. Information, Communication and Society, 22(3), 336-351.

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

Jonasson, K., & Thiborg, J. (2010). Electronic Sport and its Impact on Future Sport. Sport in Society, 13(2), 287–299.

Jonsson, J. (2018). The Psycho-social Work Environment of e-Sport Professionals: Applying the Job Demands-resources Theory to Pro-players. Master’s thesis. University of Umea, Umea.

Laitila, O., & Rauhansalo, T. (2018). Study on eSports Industry in Finland. In Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues. University of Jyväskylä: Finland.

Leavitt, A., Keegan, B. C., & Clark, J. (2016). Ping to Win?: Non-verbal Communication and Team Performance in Competitive Online Multiplayer Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 4337-4350). ACM.

Lee, A. J. (2005). E-Sports as a Growing Industry. Research Report. Seoul: Samsung Economic Research Institute.

Lee, A. J. & Ko, J. M. (2005). The Current State and Development Plan of e-Sports Industry. Samsung Economic Research Institute.

Lee, C. (n.d.). The Revolution of StarCraft Network Traffic.

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

Lee, J. S., & Steinkuehler, C. (2019). Esports as a Catalysator for Connected Learning: The North American Scholastic Esports Federation. XRDS, 25(4), 54-59.

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Lee, J.-Y., An, J.-W., & Lee, S.-W. (2014). Factors Affecting eSports Audience Satisfaction – The Case of League of Legends. Journal of Korea Game Society, 14(3), 35–46.

Lee, S., An, J., & Lee, J. (2014). The Relationship between E-Sports Viewing Motives and Satisfaction: The Case of League of Legends. In J. Strouhal (Ed.), Proceedings of International Conference on Business, Management & Corporate Social…

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.

Lefebvre, F. (2016). Le développement de l’eSport en France permet-il la mise en place d’une dynamique de professionnalisation des acteurs de cette industrie économique ? Le cas des joueurs professionnels d’eSport. Master’s thesis. Université Paris…

Leforestier, T. (2019). Difference between Brands’ and Charities’ Perception on the French Esport Scene. Master’s Thesis. Dublin Business School, Dublin.

Leonard, D. (2008). To the White Extreme in the Mainstream: Manhood and White Youth Culture in a Virtual Sports World. In M. D. Giardina & M. K. Donnelly (Eds.), Youth Culture and Sport (pp. 91-112). New York, NY: Routledge.

Li, R. (2017). Good Luck Have Fun: The Rise of Esports. New York, NY: Skyhorse.

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Lim, S. H. (2018). Electronic Football Participation vs. Traditional Football Engagements in Korea. Research in Dance and Physical Education, 2(1), 1-15.

Lipovaya, V. (2019). Esports: Opportunities for Future Ergonomic Studies. Advances in Intelligent Systems and Computing, 824, 1937–1948.

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…

Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sports, Ethics and Philosophy, 11(4), 464–476.

Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of eSports as a Commercial Activity. Problems and Perspectives in Management, 16 (1), 207-213.

Lopez, J. (2016). Le développement de l’eSports confronté au cadre juridique actuel. Master’s Thesis. Université Paris 1 Sorbonne, Paris.

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Lopez Frias, F. J., & Perez Trivino, J. L. (2016). Will Robots Ever Play Sports. Sport, Ethics and Philosophy, 101, 67-8.

Lopez Frias, F. J. (2016). The Defining Components of the Cyborg: Cyborg-athletes, Fictional or Real? Sport, Ethics and Philosophy, 10(1), 97-111.

Lopez-Gonzalez, H., & Griffiths, M. (2016). Understanding the Convergence of Markets in Online Sports Betting. International Review for the Sociology of Sport, 53(7), 807–823.

Low-Kam, C., C. Raïssi, M. Kaytoue, & Pei, J. (2013). Mining Statistically Significant Sequential Patterns. ICDM2013

Lowood, H. (2007). It’s not Easy Being Green: Real-time Game Performance in Warcraft. In B. Arkins & T. Krzywinska (Eds.), Videogame/Player/Text (pp. 83-100), Manchester: Palgrave.

Lowood, H. Forthcoming. ‘Beyond the Game’: The Olympic Ideal and Competitive e-Sports. In D. Thomas & J. Fouts (Eds.), Play and Politics: Games, Civic Engagement, and Social Activism.

Lu, Z. (2016). From E-Heroin to E-Sports: The Development of Competitive Gaming in China. The International Journal of the History of Sport, 33(18), 2186-2206.

Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7-8), 421-435.

Paberz, C. (2012). Le jeu vidéo comme sport en Corée du Sud. In Hermès, No. 62, Les jeux vidéo. Quand jouer, c’est communiquer, 48-51.

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Papaloukas, M. (2018). E-Sports Explosion: The Birth of Esports Law or Merely a New Trend Driving Change in Traditional Sports Law? In 24th IASL International Sports Law Congress.

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Paravizo, E., & Luvizoto de Souza, R. R. (2018). Playing for Real: An Exploratory Analysis of Professional Esports Athletes’ Work. IEA 2018: Proceedings of the 20th Congress fo the International Ergonomics Association: 507–515.

Parry, J. (2019). E-sports are Not Sports. Sport, Ethics and Philosophy, 13(1), 3-18.

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

Parshakov, P., Coates, D., & Zavertiaeva, M. (2018). Is Diversity Good or Bad? Evidence from eSports Teams Analysis. Applied Economics, 50(47), 5064-5075.

Parshakov, P., & Coates, D. (2016). Team Vs. Individual Tournaments: Evidence from Prize Structure in Esports.

Patel, R. (2020). Esports, Player Positions, and the Benefits of Unionization. Duke Law & Technology Review, 18(1), 232-248.

Pedraza-Ramirez, I., Musculus, L., Raab., M., & Laborde S. (2020). Setting the Scientific Stage for eSports Psychology: A Systematic Review. International Review of Sport and Exercise Psychology, 13(1), 319-352

Peeples, D., Yen, J., & Weigle, P. (2018). Geeks, Fandoms, and Social Engagement. Child & Adolescent Psychiatric Clinics, 27(2), 247-267.

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.

Pesa, A. R., Cicin-Sain, D., & Blazevic, T. (2017). New Business Model in the Growing E-Sports Industry. Proceedings of the 2nd International Conference “Business & Entrepreneurial Economics – BEE2017”, Brijuni, Croatia.

Peter, S. C., Li, Q., Pfund, R. A., Whelan, J. P., & Meyers, A. W. (2018). Public Stigma Across Addictive Behaviors: Casino Gambling, eSports Gambling, and Internet Gaming. Journal of Gambling Studies, 35, 247-259.

Pfeiffer, A., & Wochenalt, A. (2011). eSport – Eine Analyse von kompetitiven digitalen Spielen. novum eco Verlag.

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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.

Pishichik, V. I., Molokhina, G. A., Petrenko, E. A., & Milova, Y. V. (2019). Features of Mental Activity of Students- eSport Players. International Journal of Cognitive Research in Science, Engineering and Education, 7(2), 67-76.

Pizzo, A. D., Baker, B. J., Na, S., & Lee, M. A. (2018). eSport vs Sport: A Comparison of Spectator Motives. Sport Marketing Quarterly, 27(2), 108-123.

Pizzo, A. D., Jones, G. J., Funk, D. C., & Hall, S. (2019). Navigating the Iron Cage: An Institutional Creation Perspective of Collegiate eSports, International Journal of Sport Management, 20, 171-197.

Pluss, M. A., Bennett, K. J. M., Novak, A. R., Panchuk, D., Coutts, A. J., & Fransen, J. (2019). Esports: The Chess of the 21st Century. Frontiers In Psychology, 10.

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Pluss, M. A., Novak, A. R., Bennett, K. J. M., Panchuk, D., Coutts, A. J., & Fransen, J. (2020). Perceptual-motor Abilities Underlying Expertise in Esports. Journal of Expertise, 3(2).

Polledri, T. (2016). Amélioration de la focalisation de l’attention dans le jeu vidéo compétitif. Master’s Thesis. Université de Montpellier, Montpellier.

Polman, R., Trotter, M., Poulus, D., & Borkoles, E. (2018). eSport Friend or Foe. In Joint International Conference on Serious Games (pp. 3-8). Springer, Cham.

Pope, B. C. (2011). IRL: Creating Cyberspace in Meatspace. Master’s thesis. University of Cincinnati, Cincinnati.

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Postel, C. (2016). Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use. Hastings Law Journal, 68, 1169.

Postigo Fuentes, A. Y., & Fernández Navas, M. (2020). Factores que Influyen el Aprendizaje de Lengua Extranjera en los eSports. Un Estudio de Caso. Qualitative Research in Education, 9(2), 128-159.

Poulus, D., Coulter, T. J., Trotter, M. G., & Polman, R. (2020). Stress and Coping in Esports and the Influence on Mental Toughness. Frontiers in Psychology, 11, 1-11.

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

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.

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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., 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, 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, 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.

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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.

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

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

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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. 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).

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.

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

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.

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

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.

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

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.

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…

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…
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