Browse Items (1774 total)

Dupuy, A., Campbell, M. J., Harrison, A. J., & Toth, A. J. (2024). On the necessity for biomechanics research in esports. Sports Biomechanics, 1–13. https://doi.org/10.1080/14763141.2024.2354440

Dux, J., & Kim, J. (2018). Social live-streaming: Twitch. TV and uses and gratification theory social network analysis. Computer Science & Information Technology, 100, 47-61.

Dykstra, R., Koutakis, P., & Hanson, N. (2021). Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers. International Journal of eSports Research (IJER), 1(1), 1-14.

Ebrahimi, M., & Chen, L. (2014). Emerging Cyberwork Attack Vectors: Modification, Customization, Secretive Communications, and Digital Forensics in PC Video Games. Published in 2014 International Conference on Computing, Networking (ICNC).

Edgar, A. (2019). Esport. Sports, Ethics, and Philosophy, 13(1), 1-2.

Egliston, B. (2015). Playing Across Media: Transtextuality in Competitive Games and eSports. In Proceedings of DiGRA 2015: Diversity of play: Games — Cultures — Identities.

Egliston, B. (2018). E-sport, Phenomenality and Affect. Transformations, 31, 156-176.

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.

Egliston, B. (2020). ‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game. New Media & Society, 22(6), 984-1003.

Ehnold, P., Gohritz, A., Lichtenwimmer, D. (2018). Playstation und Fußballplatz: vom eSport-Zuschauer zum Fußballfan? Sciamus – Sport und Management, 2/2018, 1-20.

Ekdahl, D. (2021). Mechanical Keyboards and Crystal Arrows: Incorporation in Esports. Journal of Consciousness Studies, in press, 1355-8250.

Ekdahl, D. (2022). Both Physical and Virtual: On Immediacy in Esports. Frontiers in Sports and Active Living, 4.

Ekdahl, D., & Ravn, S. (2018). Embodied Involvement in Virtual Worlds: the Case of eSports Practitioners. Sport, Ethics, and Philosophy, 13(2), 132-144.

Ekdahl, D., & Ravn, S. (2022). Social bodies in virtual worlds: Intercorporeality in Esports. Phenomenology and the Cognitive Sciences, 21(2), 293-316.

El Afi, F., & Ouiddad, S. (2021). The Rise of Video-Game Live Streaming: Motivations and Forms of Viewer Engagement. In International Conference on Human-Computer Interaction (pp. 156-163). Springer, Cham.

Elam, J., & Taylor, N. (2020). Above the Action: The Cultural Politics of Watching Dota 2. Communication, Culture & Critique, 1-18.

Ellenport, C. (2019). Esports: A Billion Eyeballs and Growing. Broomall, PA: National Highlights Inc.

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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).

Engel, L. B. (2014). The Self-critical Politics of Play: Politics as Autotelic. Master’s thesis. Macquarie University, Sydney.

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…

Engerman, J., & Hein, R. (2017). ESports Gaming and You. Educational Technology, 57(2), 62–64.

Erlandsson, E. (2011). Baneling BBQ. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 86–89). Norderstedt: Books on Demand GmbH.

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.

Evren, C., Dalbudak E., Topcu, M., Kutlu, N., Evren, B., & Pontes, H. M. (2018). Psychometric Validation of the Turkish Nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Psychiatry Research, 265, 349-354

Exner, C. (2010). eSport - My Passion. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 83–84). Norderstedt: Books on Demand GmbH.

F. Santini, R. Pettinelli (2023). Technological innovation and labor law. Beetween 'sport' and 'entertainment': the e-sports. University of Bologna.

Faas, T., Dombrowski, L., Brady, E., & Miller, A. (2019). Looking for group: Live streaming programming for small audiences. In International Conference on Information (pp. 117-123). Springer, Cham.

Faas, T., Dombrowski, L., Young, A., & Miller, A. D. (2018). Watch me code: Programming mentorship communities on twitch. tv. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.

Fabiszak, C. K. (2013). Team Ben: A Year as a Professional Gamer.

Facchini, L. V. (2018). Digital Strategy in a Sport Club: A Model to Support the Analysis. Master’s thesis. Politenico di Milano, Milano.

Fadl, B. (2020). Kundenwert im eSport und seine Auswirkungen. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 103–122). Wiesbaden: Springer Gabler.

Fagundes Pase, A., & Schultz, H. (2015). 2013, The Year eSports Defined Their Place in Brazil. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 23–28). Norderstedt: Books on Demand GmbH.

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:…

Falkenthal, E., & Byrne, A. M. (2020). Distributed Leadership in Collegiate Esports. Simulation & Gaming, published online before print

Fanzo, J., Gu, R., Han, J., Majmudar, K., Deng, T., Cheng, F., Li, C. & Hammer, J. (2017). What Lurks in the Dark: An Audience Participation Horror Game. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play…

Faust, K., Meyer, J., & Griffiths, M. (2013). Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77.

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Felczak, M. (2015). Narratives of Spectatorship: E-sports in Poland. In T. Bártek, J. Miškov & J. Švelch (Eds.), New Perspectives on Game Studies (pp. 109–124). Brno: Masaryk University.

Felczak, M. (2020). Local eSports Media Analyzed Through the Circuit of Culture Framework: Onet-RAS Case Study. Proceedings of the 4th International GamiFIN Conference 2020, 177-187.

Felczak, M. (2022). Systemic issues with narratives of identity: Toxicity and esports media professionals. Convergence, 13548565221138761.

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.

Fernandes, M. (2020). Detecting Potential Subscribers on Twitch: A Text Mining Approach with XGBoost—Discovery Challenge ChAT: CoolStoryBob.

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.

Ferreira, R. G. S. S. (2022). The impact of esports sponsorship on shareholder wealth: an event study (Doctoral dissertation).

Fickle, T. (2021). Made in China - Gold Farming as Alternative History of Esports. ROMchip, 3(1).

Fiedler, I., Ante, L., & Steinmetz, F. (2018). Die Konvergenz von Gaming und Gambling. Wiesbaden: Springer Gabler.

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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.

Fields, F. (2011). Changing Perspectives - An Owner's Journey through eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 38–43). Norderstedt: Books on Demand GmbH.

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.

Filotrani, L. (2020). Television needs Esports but Esports Doesn't Need Television. In. L. M. Walzak, & J. Recupero (Eds.), Sport Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport (pp. x-y). Champaign, IL. Common…

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…

Finch, D. J., Abeza, G., O’Reilly, N., & Mikkelson, A. (2020). Esports Sponsorship: Practitioners’ Perspectives on Emerging Trends. Journal of Brand Strategy, 9(1), 59-74.

Finch, D. J., O'Reilly, N., Abeza, G., Clark, B., Legg, D. (2019). Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities. Hershey, PA: Business Science Reference.

Fischer, P. (2019). Gemeinnützige Förderung der Allgemeinheit durch e-Sport? Recht der Jugend und des Bildungswesens, 67(4), 365-376

Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.

Fiumara, F. (2022). Il videogioco in Italia: Storie, Rappresentazioni, Contesti, Marco Benoît Carbone and Riccardo Fassone (eds)(2020). Journal of Italian Cinema & Media Studies, 10(3), 541-543.

Flato, C. (2020). Kommunikation im eSport. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 79–83). Wiesbaden: Springer Gabler.

Flegr, S., & Schmidt, S. L. (2022). Strategic management in eSports–a systematic review of the literature. Sport Management Review, 1-25.

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).

Fnatic & Diver, M. (2017). Challenger: Devenez un Champion de League of Legends. Michel Lafon.

Fnatic, & Diver, M. (2016). How To Be a Professional Gamer: An eSports Guide to League of Legends. Random House.

Fonseca, L. M. G., & Barbosa, S. D. J. (2021). Knowledge Sharing Live Streams: Real-time and On-demand Engagement. In: Proceedings of the 23rd International Conference on Enterprise Information Systems - Volume 2

Ford, C., Gardner, D., Horgan, L. E., Liu, C., Tsaasan, A. M., Nardi, B., & Rickman, J. (2017). Chat speed op pogchamp: Practices of coherence in massive twitch chat. In Proceedings of the 2017 CHI conference extended abstracts on human factors in…

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.

Foster, L. B., & Dunn, R. A. (2020). Marketing to Gamers: The Effects of Video Game Streams on Consumer Attitudes and Behaviors. In Digital Marketing Strategies and Models for Competitive Business (pp. 160-186). IGI Global.

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. (2018). Multiplayer Online Games: Origins, Players, and Social Dynamics. Boca Raton, FL: CRC Press.

Freeman, G., & Wohn, D. Y. (2017). Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work, 27(3-6), 1019-1050.

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. (2018). eSports: Rechtsfragen eines komplexen Ökosystems im Überblick. SpuRT: Zeitschrift für Sport und Recht, 2-5.

Frey, D. (2021). eSport und Recht: Handbuch. Baden-Baden: Nomos.

Frey, D., & Pommer, J. (2018). Herausforderungen für die weitere Entwicklung des eSport: Überlegungen aus der Perspektive des Veranstalters. MultiMedia und Recht, 7-11.

Friedman, E. C. (2021). Is It Thursday yet?. Roleplaying Games in the Digital Age: Essays on Transmedia Storytelling, Tabletop RPGs and Fandom, 187.

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.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Intensity and Gambling Harms: Exploring Breadth of Gambling Involvement Among Esports Bettors. Gaming Review, 21(8), 610-615.

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.

Gangarapu, S. (2018). The Effect of Emerging Online New Media on Traditional Media Consumption. The Case of eSports and Traditional Sports.
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