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Elzen, L. C. (2022). Esports as a novel way of socializing and networking for students and businesses: in and beyond COVID-19 times (Master's thesis, University of Twente).
Engerman, J. A., Otto, R. F., & VanAuken, M. (2021). EsportsU Digital Warrior Camp: Creating an Esports-Based Culturally Relevant Computing Living Learning Camp. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and…
Evren, B., Evren, C., Dalbudak, E., Topcu, M., & Kutlu, N. (2018). Relationship of Internet Addiction Severity with Probable ADHD and Difficulties in Emotion Regulation Among Young Adults. Psychiatry Research, 269, 494-500.
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Falcão, T. (2021). Ancient Stirrings: Approaching Magic: The Gathering's eSports Turn. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
Falcão, T., Marques, D., Mussa, I. & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. Gameviroments, No. 13, 382-419.
Falcão, T., Marques, D., Mussa, I., & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. gamevironments, (13), 38-38.
Falk, F., & Puppe, M. (2020). eSports in Deutschland: Eine Betrachtung aus Perspektive des game - Verband der deutschen Games-Branche e.V.. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 33–48). Wiesbaden:…
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Felczak, M. (2022). Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events. In Video Games and Comedy (pp. 233-250). Palgrave Macmillan, Cham.
Ferrari, S. (2013). Esport and the Human Body: Foundations for a Popular Aesthetics. In Proceedings of DIGRA 2013: Defragging Game Studies, Atlanta, GA.
Ferrari, S. (2013). From Generative to Conventional Play: MOBA and League of Legends. In Proceedings of DIGRA 2013: DeFragging Game Studies, Atlanta, GA.
Fields, F. (2010). Why Coaches Would Improve eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 13–16). Norderstedt: Books on Demand GmbH.
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Filiz, N. (2021). Are 'Olympic' eSports Morally Justifiable?. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 54-61). Norderstedt: Books on Demand.
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Filotrani, L. (2023). MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY. PhD Thesis London South Bank University School of Arts and Creative Industries…
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Flores-Saviaga, C., Hammer, J., Flores, J. P., Seering, J., Reeves, S., & Savage, S. (2019). Audience and streamer participation at scale on twitch. In Proceedings of the 30th ACM Conference on Hypertext and Social Media (pp. 277-278).
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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.
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In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments…
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)
Franco, J. (2019). Family Matters: Explaining Why Parental Involvement in eSports Is Changing and Why It's Important. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 117–120). Norderstedt: Books on Demand GmbH.
Franke, T. (2015). The Perception of eSports – Mainstream Culture, Real Sport and Marketisation. In Hiltscher, J., & Scholz, T. M. (Eds.). eSports Yearbook 2013/14 (pp. 111-144). Norderstedt: Books on Demand GmbH.
Franke, T. (2015). The Perception of eSports - Mainstream Culture, Real Sport and Marketisation. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 111–144). Norderstedt: Books on Demand GmbH.
Franks, R. R., King, D., Bodine, W., Chisari, E., Heller, A., Jamal IV, F., ... & Solomon, M. (2022). AOASM position statement on esports, active video gaming, and the role of the sports medicine physician. Clinical Journal of Sport Medicine, 32(3),…
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…
Freeman, G., & Wohn, D. Y. (2017). eSports as an Emerging Research Context at CHI: Diverse Perspectives on Definitions. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1601-1608). ACM.
Freeman, G., & Wohn, D. Y. (2017). Social Support in Esports: Building Emotional and Self-Esteem from Instrumental Support Interactions in a Highly Competitive Environment. CHI Play ’17: Proceedings of the Annual Symposium on Computer-Human…
Freeman, G., & Wohn, D. Y. (2020). Streaming your identity: Navigating the presentation of gender and sexuality through live streaming. Computer Supported Cooperative Work (CSCW), 29(6), 795-825.
Freitas, B. D. A., & Contreras-Espinosa, R. S. (2022). 6 How the Negative Public View of Videogames Threatens Esports Sponsors. Esports and the Media, 85.
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2022, January). Esports Sponsorships: The Double-Edged Sword Effect of Having a Very Vocal Audience. In Videogame Sciences and Arts: 12th International Conference, VJ 2020, Mirandela,…
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2019).: The Benefits and Risks of Sponsoring eSports: A Brief Literature Review. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 49–57). Norderstedt: Books on…
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2021). The Power of Videogame Publishers as a Threat to eSports Sponsors. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 42-53). Norderstedt: Books on Demand.
Freitas, B. D. A., Countreras-Espinosa, R. S., & Correia, P. Á. P. (2020). How Sponsors Should Bring Relevant-Added Value to Esports. Scientific Annals of Economics and Business, 67(3), 363-387.
Frey, D., & Pommer, J. (2018). Herausforderungen für die weitere Entwicklung des eSport: Überlegungen aus der Perspektive des Veranstalters. MultiMedia und Recht, 7-11.
Friehs, M. A., Klarkowski, M., Frommel, J., Phillips, C., & Mandryk, R. L. (2022). Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-29.
Friman, U. (2018). Why Do Finnish Women Not Participate in eSports? In Proceedings of the Seminar on eSports, Exergaming, and Fantasy Leagues, Finland, University of Jyväskylä.
Friman, U., & Ruotsalainen, M. (2022). Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”. Modes of Esports Engagement in Overwatch, 135.
Fu, F., Kang, Y., Zhang, Z., & Yu, F. R. (2020). Transcoding for live streaming-based on vehicular fog computing: An actor-critic DRL approach. In IEEE INFOCOM 2020-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp.…
Weiss, T., & Schiele, S. (2011). Fulfilling the Needs of eSports Consumers: A Uses and Gratifications Perspective. In Proceedings of the 24th Bled eConference (pp. 572–580), 12–15 June. Bled, Slovenia: University of Maribor.
Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport Management: Embracing eSport Education and Research Opportunities. Sport Management Review, 21(1), 7-13.
Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of Demographic Profiles, Consumption Behaviours, and Gambling Site Selection Criteria of eSports and Sports Bettors. Gaming Law Review, 21(8), 575–587.
Gandolfi, E. (2016). To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers, Plays and Audiences. Journal of Gaming & Virtual Worlds, 8(1), 63-82.
Gandolfi, E., Ferdig, R. E., & Soyturk, I. (2021). Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale. New Media & Society, 14614448211027171.