Browse Items (1774 total)

Schneider, A., & Wendeborn, T. (2019). eSport-Events: Potentiale und Herausforderungen hybrider Erlebniswelten aus Sicht des Eventmarketing. In Zanger, C. (Ed.), Eventforschung. Aktueller Stand und Perspektiven (pp. 90-105). Chemnitz: Springer…

Schmuck, A., & Schmuck, P. (2009). Einflüsse vergesellschaftender Faktoren auf posttraditionale Vergemeinschaftungsformen am Beispiel der eSport-Szene, Working Paper.

Schmidt, S. L., & Holzmayer, F. (2018). FC Schalke 04 Esports. Decision Making in a Changing Ecosystem. WHU Publishing Case Number CSM-0001, 1–21.

Schmidt, S. C. E., Sell, S., & Woll, A. (2022). The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study. Interactive Journal of Medical Research, 11(2), e25886.

Schmidt, M., & Shreffler, M. (2015). Motivations for eSport Consumption: A Road Map for Traditional Sports Online Spectating. 2015 Sport Marketing Association Conference (SMA XIII).

Schmidt, J., Dreyer, S., & Lampert, C. (2008). Spielen im Netz – Zur Systematisierung des Phänomens “Online Games”. Arbeitspapiere des Hans-Bredow-Instituts Nr. 19.

Schmidt, H., & Lehmann, S. (2006). Möglichkeiten durch E-Sport für Wirtschaft und Gesellschaft. TH Wildau Working Paper

Schlotthauer, P. (2020). Besonderheiten bei der Gestaltung des eSport-Sponsoringvertrags. Nomos. (The Specifics of Drafting an Esports Sponsorship Agreement).

Schliée, M. (2011). Nutzungsforschung eSport: Motive der professionellen Nutzung von Video- und Computerspielen. VDM.

Schleiner, A. M. (2020). Ecologies of Friends: Boy Masters of Craft, Live-Streaming Jocks, and Pockets of Others. In Playful Participatory Practices (pp. 73-93). Springer VS, Wiesbaden.

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…

Schenkhuizen, M. (2010). Grubby - My First Tournament. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 111–117). Norderstedt: Books on Demand GmbH.

Schenkhuizen, M. (2012). Manifesto on SC2 eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 26–34). Norderstedt: Books on Demand GmbH.

Schellewald, A. O. (2018). Why Do We Watch Others Play? Understanding eSports as Sporting Entertainment. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

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Schellewald, A. O. (2018). Desperately Trying to Mediate Immediacy. Press Start, 4(2), 1-17.

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Schary, D. P., Jenny, S. E., & Koshy, A (2022). Leveling Up Esports Health: Current Status and Call to Action. International Journal of Esports.

Schaetzke, A., & Schöber, T. (2021). Zero2Hero: Der Weg zum E-Sport Profi. Königswinter: Heel.

Schaeperkoetter, C. C., Mays, J., Hyland, S. T., & Wilkerson, Z. (2017). The “New” Student Athlete: An Exploratory Examination of Scholarship Esports Players. Journal of Intercollegiate Sport, 10, 1–21.

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).

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.

Sauer, A. (2019). eSport, Netzwerkeffekte und Lindahl-Preise. Wiesbaden: Springer Gabler.

San, H. (2018). The History of ESPORTS. Independently Published.

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.

Salles, R., Durain, J., & Kirchner, A. (2016). E-Sport – La pratique compétitive du jeu vidéo. Rapport intermédiaire mars 2016

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Salice, D. (2010). Federations in eSport. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 85-90). Norderstedt: Books on Demand.

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

Saiz-Alvarez, J. M., Palma-Ruiz, J. M., Valles-Baca, H. G., Fierro-Ramírez, L. A. (2021). Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results. Sustainability, 13, 10890.

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

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.

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).

Saarnisto, M. (2017). Impact of Sponsorships in eSports on the Buying Behavior. Master’s thesis. Vaasan Ammattikorkeakoulu University of Applied Sciences, Vaasan.

Ryzhov, I., Tariq, A., & Powell, W. (2011). May the Best Man Win: Simulation Optimization for Match-Making in E-sports. In S. Jain, R. Creasey, J. Himmelspach, K.P. White & M. Fu (Eds.), Proceedings of the Winter Simulation Conference (pp.…

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

Ryall, E., & Edgar, A. (2022). Wat ing sport during COVID-19. Philosophy, Sport and the Pandemic, 101.

Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play. Journal of Sport and Social Issues, 42(4), 295–311.

Rusk, F., Ståhl, M., & Silseth, K. (2021). Player Agency, Team Responsibility, and Self-Initiated Change: An Apprentice's Learning Trajectory and Peer Mentoring in Esports. In M. Harvey, & R. Marlatt (Ed.), Esports Research and Its Integration in…

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.

Rusk, F., & Ståhl, M., (2020). A CA Perspective on Kills and Deaths in Counter-Strike: Global Offensive Video Game Play. Social Interaction, 3(2).

Ruotsalainen, M., Törhönen, M., Karhulahti, V. (2022). Modes of Esports Engagement in Overwatch, Springer

Ruotsalainen, M., & Välisalo, T. (2020). “Overwatch is anime”: Exploring an alternative interpretational framework for competitive gaming. In Conference of Digital Games Research Association (Vol. 2020). Digital Games Research Association.

Ruotsalainen, M., & Välisalo, T. (2021). Esports fandom in the age of transmedia: the reception of the overwatch league. Eracle - Journal of Sport and Social Sciences, 4(1): 11-35.

Ruotsalainen, M. (2022). Overwatch esports and the (re) configurations of gender and nationality. JYU dissertations.

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…

Rubin, A. (2022). Predicting Round and Game Winners in CSGO.

Ruberg, B., Cullen, A. L., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466-481.

Ruberg, B. B., & Lark, D. (2021). Livestreaming from the bedroom: Performing intimacy through domestic space on Twitch. Convergence, 27(3), 679-695.

Ruberg, B. (2021). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New media & society, 23(6), 1681-1699.

Rowe, E. W. (2022). Spectatorship in the Age of Streaming: the Organization, Economics, and Technology of eSports (Doctoral dissertation, University of Colorado at Boulder).

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

Rothwell, G., & Shaffer, M. (2019). eSports in K-12 and Post-Secondary Schools. Education Science, 9(2), 105-115

Rothman, J. (2013). E-sports as a Prism for the Role of Evolving Technology in Intellectual Property. University of Pennsylvania Law Review Online, 116, 317-329.

Rossi, I. (2022). eSports and metaverse in luxury and fashion: a new future.

Ross, A. S., & Logi, L. (2021). ‘Hello, this is Martha’: Interaction dynamics of live scambaiting on Twitch. Convergence, 27(6), 1789-1810.

Ross, A. E. (2013). The Effects of Multitasking Training in StarCraft II. Doctoral dissertation. Temple University, Phildadelphia.

Rosell, M. (2017). eSport Gaming: the Rise of a New Sports Practice. Sport Ethics Philosophy, 11(4), 464–476.

Root, J. (2019). eSports Productions upon their Game with Dedicated ‘Player Cams’. TVB Europe, September 2019, 58-59.

Roman, D. (2022). Next generation sport fandom: interrogating the complexities and opportunities of esports and digital fan engagement in the Australian context.

Rollandin, M. (2016). Des compétitions sportives au développement de l’eSport: du football à League of Legends.

Rogers, R., Farquhar, L., & Mummert, J. (2022). Motivational differences among viewers of traditional sports, Esports, and NBA 2K league. Communication & Sport, 10(2), 175-194.

Rogers, R., Farquhar, L., & Mummert, J. (2020). Audience Response to Endemic and Non-Endemic Sponsors of Esports Events. International Journal of Sports Marketing and Sponsorship, 21(3), 561-576.

Rogers, R., Farquhar, L., & Mummert, J. (2020). Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League. Communication & Sport, 1-20.

Rogers, R. (2019). Understanding Esports: An Introduction to the Global Phenomenon. Lanham: Lexington Books.

Rogers, J. (2012). Crafting an Industry: An Analysis of Korean StarCraft and Intellectual Properties Law, Harvard Journal of Law & Technology

Rogerie, A. (2019). In Esport We Trust. AFNIL.

Rodriguez, H., Haag, M., Abner, S., Johnson, W., Glassel, A., Musselman, R., & Wyatt, R. (2016). OpTic Gaming: The Making of eSports Champions. Dey Street Books.

Rodríguez-Piñero, L. M. T. (2018). Principios Legales De Los Videojuegos De Los E-Sports. Madrid: Síntesis.

Rodrigues, E., & Filgueiras, E. (2020). eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship, International Conference on Human-Computer Interaction.

Rodier, P. (2017). Jouez sérieux. Le phénomène esport raconté par les gamers. Marabout.

Robinson, R., Rubin, Z., Segura, E. M., & Isbister, K. (2017). All the feels: designing a tool that reveals streamers' biometrics to spectators. In Proceedings of the 12th International Conference on the Foundations of Digital Games (pp. 1-6).

Robinson, R. (2019). Using biometrics as a social intervention in gaming. In Proceedings of the thirteenth international conference on tangible, embedded, and embodied interaction (pp. 755-760).

Robinson, N. (2018). From Arcades to Online: Updating Copyright to Accommodate Video Game Streaming. NCJL & Tech., 20, 286., HeinOnline

Robertson, C. (2015). Wandering the World without Leaving Your Chair: Crossing Borders Through eSports. Master’s Thesis. Georgia Southern Univesity.

Robeers, T., & van den Bulk, H. (2018). Towards an Understanding of Side-Lining Environmental Sustainability in Formula E: Traditional Values and the Emergence of eSports. Athens Journal of Sports, 5(4), 331–350.

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…

Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). "Will I always be not social?" Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism. In Proceedings of the 2016 CHI conference on human…

Ringer, C., Nicolaou, M. A., & Walker, J. A. (2022). Autohighlight: Highlight detection in League of Legends esports broadcasts via crowd-sourced data. Machine Learning with Applications, 100338.

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).

Ring, R. C. (2012). The Year in Starcraft II: 2011: The Ongoing Story of the World's Greatest Esport. Double Forge Publishing.

Rines, O. (2020). Online Community Bonds as a Method of Mitigating Toxicity in an Interactive Livestream. In Multidisciplinary Perspectives on Media Fandom (pp. 303-322). IGI Global.

Rightmire, Z. (2022). The Effects of Cardiovascular Exercise on eSport Performance (Doctoral dissertation, Auburn University).

Ridenhour, K. F. (2020). Traditional Sports and Esports: The Path to Collective Bargaining. Iowa Law Review, 4, 1857-1897.

Richardson, A., Tjønndal, A., Demetrovics, Z., & Bates, G. (2024). Issues and threats to the integrity of esports. Performance Enhancement & Health, 12(3), 100297. doi:10.1016/j.peh.2024.100297

Richardson, A., Smith, P. and Berger, N. (2022). Zwift’s anti–doping policy: Is it open to cheating? International Journal of Esports.

Richardson, A., Berger, N. and Smith, P. (2023). Perceptions of Cheating and Doping in E-Cycling.

Richardson, A. (2024). Entering Cheat Codes or to Play True: Where is Anti-Doping going within Esports? . International Journal of Esports, 1(1). Retrieved from https://www.ijesports.org/article/144/html

Richards, T., & Zywiol, J. (2015). E-Sport Investing Bible: What You Ought To Know To Make Serious Money By Betting Esports. CreateSpace Independent Publishing Platform.

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

Ribeiro, V. M., & Bao, L. (2021). Professionalization of online gaming? theoretical and empirical analysis for a monopoly-holding platform. Journal of Theoretical and Applied Electronic Commerce Research, 16(4), 682-708.

Ribeiro, F. J., Viana, V., Borges, N., & Teixeira, V. H. (2021). The Emergence of eSports Nutrition: A Review.

Ribeiro, F. J., Viana, V. M., Borges, N. P., Teixeira, V. H. (2021). The Emergence of Esports Nutrition: A Review. Central European Journal of Sport Sciences and Medicine, 33(1), 81-95.

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.

Reyes, D. (2022). The Cognitive, Behavioral, Affective, and Physiological Components of Social Cognition in Esports and Education.

Renovato de Araujo, I., & Porfírio Soares de Oliveira, F. (2017). ONLINPCS: From Olympics to Electrônics. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 71–78). Norderstedt: Books on Demand GmbH.

Renner, M., & Taylor, N. (2021). Orienting eSports: Locating the perceptual and cultural work of shoutcasters. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Ren, Q., Cui, Y., Wu, W., Chen, C., Chen, Y., Liu, J., & Huang, H. (2018). Improving quality of experience for mobile broadcasters in personalized live video streaming. In 2018 IEEE/ACM 26th International Symposium on Quality of Service (IWQoS) (pp.…

Reitman, J. G., Anderson, C. G., Deppe, M., & Steinkuehler, C. (Eds.). (2020). Esports Research Conference. Proceedings on the 2019 Esports Research Conference, Pittsburgh, USA. ETC Press.

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Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports Research: A Literature Review. Games and Culture,

Reeves, S., Laurier, E., & Brown, B. (2006). The Skillful Work of Play in Counter-Strike. In F. Beau (Ed.), Culture d’univers, Limoges, Fyp editions, 130-140.
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