Browse Items (1774 total)

Parshakov, P., Paklina, S., Coates, D., & Chadov, A. (2020). Does Video Games’ Popularity Affect Unemployment Rate? Evidence from Macro-Level Analysis. Journal of Economic Studies, published online before print.

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.

Jucker, A. H., Hausendorf, H., Dürscheid, C., Frick, K., Hottiger, C., Kesselheim, W., Linke, A., Meyer, N.& Steger, A. (2018). Doing space in face-to-face interaction and on interactive multimodal platforms. Journal of Pragmatics, 134, 85-101.

Witkowski, E. (2018). Doing/Undoing Gender with the Girl Gamer in High-Performance Play. Feminism in Play, 185-203.

Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V., & Sellers, N. (2020). Don't just watch, join. In: Exploring information behavior and copresence on Twitch. Computers in Human Behavior, 105, 106221.

Tweedie, J. W., Rosenthal, R. R., & Holden, J. T. (2022). Doping in esports. In Social Issues in Esports (pp. 101-114). Routledge.

Tags: ,

Wong, T. (2012). Dota 2 and Its Trouble in South East Asia. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 62–65). Norderstedt: Books on Demand GmbH.

Kasper, P. (2010). DotA: An eSport Dream. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (p. 46). Norderstedt: Books on Demand GmbH.

Mora, P., & Heás, S. (2003). Du joueur de jeux vidéo à l’e-sportif: vers un professionnalisme florissant de l’élite? La pratique du jeu vidéo : réalité ou virtualité, 131-146.

Verchere, R. (2013). Du monde du sport au monde du jeu vidéo, La fabrique des mondes vidéoludiques − Game Studies ? à la française ! ENS Lyon, Lyon.

Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

Völkel, L. (2021). Dynamic Capabilities in Professional eSports Teams. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 10-37). Norderstedt: Books on Demand.

Breuer, M. (2011). E-Sport – eine Markt- und ordnungsökonomische Analyse. Boizenburg: vwh Verlag.

Breuer, M. (2011). E-Sport – eine Markt- und ordnungsökonomische Analyse. Boizenburg: vwh Verlag.

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

Tags:

Spitzer, M. (2019). E-Sport – Lobbyismus versus Gemeinnützigkeit und Gesundheit. Nervenheilkunde, 38(04), 157-168.

Breuer, M. (2012). E-Sport – Perspektiven aus Wissenschaft und Wirtschaft. Glückstadt: vwh Verlag.

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.

Abanazir, C. (2019). E-Sport and the EU: The View from the English Bridge Union. The International Sports Law Journal, 18 (3–4), 102–113.

Davidovici-Nora, M. (2017). e-Sport as Leverage for Growth Strategy: The Example of League of Legends. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 33-46.

Schöber, T., Möglich, J., Simoneit, F., Ottowitz, A., & Junge, J. (2021). E-Sport auf Landesebene: Blaupause und Erfahrungswerte zum regionalen E-Sport. Aachen, Wien: Meyer & Meyer Verlag.

Lange, S. M. (2022). E-Sport im Fernsehen-Eine Analyse der Chancen eines neuen Themenfelds bei deutschen Fernsehsendern.

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.

Nguyen, Q. H., & Phan, H. (2016). E-sport Organization and Professional Gamers in Finland. Bachelor’s Thesis. Lahti University.

Tags:

Shaw, A. (2013). E-Sport Spectator Motivation. Master's Thesis. George Mason University, VA.

Möckel, M. (2021). E-Sport Training: Lehrbuch für Trainerinnen und Trainer. Berlin: Academia.

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

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

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

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.

Sell, J. (2015). E-Sports Broadcasting. Master’s Thesis. MIT, Cambridge, MA

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

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.

Tags:

Kartal, M. (2020). E-sports in Turkey within the Context of Globalization. Doctoral dissertation

Tags:

Baek, W., Park, A., Kim, J., & Jung, K. (2007). e-Sports Live: e-Sports Relay Broadcasting on Demand. In M. J. Smith & G. Salvendy (Eds.), Human Interface and the Management of Information. Interacting in Information Environments. Human Inferace…

Witkowski, E., Hutchins, B., & Carter, M. (2013). E-sports on the Rise?: Critical Considerations on the Growth and Erosion of Organized Digital Gaming Competitions. IE ’13 Proceedings of The 9th Australasian Conference on Interactive Entertainment:…

Mariano, J. S., & Cordova, S. G. V. (2022). E-Sports online learning module amidst COVID-19 Pandemic. Interactive Learning Environments, 1-10.

Macedo, T. & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 45, 246-267.

Scozzafava, A. (2017). E-sports: Analysis of the Supply Chain and its Evolution. Master's Thesis. Politecnico Milano.

McTee, M. (2014). E-Sports: More Than Just a Fad. Oklahoma Journal of Law & Technology, 70, 1–27.

Tags:

Matončik, M. (2015). e-Sports: Playing Just for Fun or Playing to Satisfy Life Goals? Computers in Human Behavior, 48, 208-211.

Nufer, G. (2020). e-Sports: Was es ist und wie es sich entwickelt. Reutlinger Diskussionsbeiträge zu Marketing & Management, Hochschule Reutlingen, ESB Business School, Reutlingen.

Tags:

Areström, E., & Carlsson, N. (2019). Early online classification of encrypted traffic streams using multi-fractal features. In IEEE INFOCOM 2019-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp. 84-89). IEEE.

Versteeg, C. (2010). Easy to Learn, Hard to Master. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 63–66). Norderstedt: Books on Demand GmbH.

Macheda, N. (2015). Échec, frustration et induction d’émotions complexes dans les jeux en ligne multijoueur. Le cas de League of Legends. Master's Thesis. Université de Lorraine.

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.

Zhang, Y., & Liu, R. (2022, March). Economic Sources behind the Esports Industry. In 2022 7th International Conference on Financial Innovation and Economic Development (ICFIED 2022) (pp. 643-648). Atlantis Press.

Mangeloja, E. (2019). Economics of Esports. Electronic Journal of Business Ethics and Organization Studies, 24(4), 34-42.

Gannam, B. (2022). Efeitos do treinamento físico-cognitivo no desempenho dos atletas de eSport: atuação do profissional de educação física.

Kilci, A. K., & Yalçıner, S. (2020). Dijital Spor Oyunları Oynama Motivasyonu’nun Ahlâki Karar Alma Tutumlarına Etkisi: EsporOyuncuları Üzerine Bir Araştırma (Effect Of Digital Sports Games Playing Motivation On Attitutes To Moral Decision-Making: A…

Bisht, A., Sharma, H. K., & Choudhury, T. (2022). Effect of esports Among Students in COVID Era. In Micro-Electronics and Telecommunication Engineering (pp. 517-524). Springer, Singapore.

Iwatsuki, T., Hagiwara, G., & Dugan, M. E. (2022). Effectively optimizing esports performance through movement science principles. International Journal of Sports Science & Coaching, 17(1), 202-207.

Lukkari, A. (2022). Effects of Caffeine on Performance in Esports.

Hwang, Y., Watanabe, N. M., & Nagel, M. (2022). Effects of in-game brand congruity on esports consumers' implicit and explicit memory. International Journal of Sports Marketing and Sponsorship, (ahead-of-print).

Helttunen, J. (2022). Effects of Sleep on Competitive Esports Performance-Case EXEN Esports.

La Monica, M. B., Listman, J. B., Donovan, I., Johnson, T. E., Heeger, D. J., & Mackey, W. E. (2021). Effects of TeaCrine®(theacrine), Dynamine™(methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game…

Nothelfer, N., & Schlotthauer, P. (2024). Einführung ins eSport-Recht - Kennzeichen der Branche und rechtliche Implikationen. E-Sports-Management, 41-72.

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

Kopp, J. (2017). Ejes para una investigación en deportes electrónicos. Revista Lúdicamente, 6(11).

Tags:

García-Moreno, S., & Giner, Á. (2018). El Gran Libro de los Esports: Las Mejores Competiciones, Récords y Jugadores. Barcelona: Penguin Random House.

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

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

Maric, J. (2011). Electronic Sport: How Pro-Gaming Negotiates Territorial Belonging and Gender. Platform: Journal of Media and Communication, ECREA Special Issue, 6–23.

Seo, Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management, 29(13-14), 1542-1560.

Görlich, D., & Breuer, M. (2020). Elektronischer Sport - Historische Entwicklung und aktuelle Fragestellungen. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 1–20). Wiesbaden: Springer Gabler.

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

Van Hilvoorde, I., & Pot, N. (2016). Embodiment and Fundamental Motor Skills in eSports. Sports, Ethics and Philosophy, 10(1), 14-27.

Heere, B. (2018). Embracing the Sportification of Society: Defining e-Sports Through a Polymorphic View on Sport. Sport Management Review, 21(1), 21-24.

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.

Jin, D. Y. (2021). Emergence and Transformation of Global Esports: Competitive Perspectives of Korean and Canadian Esports Scenes. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY:…

Wodarczyk, S., & von Mammen, S. (2020). Emergent multiplayer games. In 2020 IEEE Conference on Games (CoG) (pp. 33-40). IEEE.

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).

Vanaskie, M., Green, W., Kutelski, D., & Shapiro, D. (2018). Emerging Leaders of Gaming – Sports Betting Webinar: Opportunities Inside and Out of Nevada. Gaming Law Review, 22(1), 40-51.

Tags: ,

Kobs, K., Zehe, A., Bernstetter, A., Chibane, J., Pfister, J., Tritscher, J., & Hotho, A. (2020). Emote-controlled: obtaining implicit viewer feedback through emote-based sentiment analysis on comments of popular twitch. tv channels. ACM transactions…

Haupt, S., Wolf, A., & Schmidt, W. (2021). Energy Expenditure during eSports - A Case Report. German Journal of Sports Medicine, 72, 36-40.

Altenbach Berthod, R. (2018). Engagement émotionnel dans la pratique du jeu vidéo compétitif. Université de Lausanne.

Tags:

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.

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Le, D. A., Maclntyre, B., & Outlaw, J. (2020). Enhancing the experience of virtual conferences in social virtual environments. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 485-494). IEEE.

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

Luján, C. E. M. (2017). Ergonomics and Videogames: Habits, Diseases and Health Perception of Gamers. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 95–116). Norderstedt: Books on Demand GmbH.

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

Werder, K. (2022). Esport. Business & Information Systems Engineering, 1-7.

Arnaud, J.-C. (2010). eSport - A New Word. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 9–10). Norderstedt: Books on Demand GmbH.

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

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

Tags:

Willimczik, K. (2019). eSport „ist“ nicht Sport–eSport und Sport haben Bedeutungen. German Journal of Exercise and Sport Research, 78-90.

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

Tags:

Widyaningsih, R., Budi, D. R., Listiandi, A. D., Wildan, Q., Rusdiyanto, R. M., Yudha, B. A. R., & Irawan, R. (2021). eSport and Philosophy Behind: A Literature Review. Annals of Tropical Medicine & Public Health, 24(S03): SP24348.

Kovács, J. M., & Szabó, Á. (2022). Esport and simracing markets–The effects of COVID-19, difficulties and opportunities. Society and Economy, 1-17.

Ferrari, S. (2013). Esport and the Human Body: Foundations for a Popular Aesthetics. In Proceedings of DIGRA 2013: Defragging Game Studies, Atlanta, GA.

Jagnow, H., & Baumann, A. (2018). eSport aus verbandlicher Perspektive: Rechtsbegriff, Regulierungspraxis und aktuelle rechtliche Herausforderungen. MultiMedia und Recht, 8/2018, 12-15.

Castellin, C. (2022). Esport bar in Finland: a feasibility study.

Schneider, S. (2015). eSport Betting: The Intersection of Gaming and Gambling. Gaming Law Review and Economics, 19(6), 419–420.

Sutantio, Y. E., Poedjioetami, E., & Widjajanti, W. W. (2019). eSport Building Design Role In Introducing Its Activities. IPTEK Journal of Proceedings Series, (6).

Tags:

Williamson, M. (2022). Esport co-streaming and spectator motivations.

Dipa Kalyani Sujata, P., Bianca Sardjono, S., & Putri Hendratno, S. (2022). Esport Ecosystem, Financial Behavior, and Carbon Emissions in Indonesian Urban Area. In 2022 4th Asia Pacific Information Technology Conference (pp. 123-130).

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.
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2