Browse Items (1774 total)

Turtiainen, R., Friman, U., & Ruotsalainen, M. (2020). ‘Not Only for a Celebration of Competitive Overwatch but Also for National Pride’: Sportificating the Overwatch World Cup 2016. Games and Culture, 15(4), 351-371.

Tyrväinen, V. (2018). Influence of Esports Spectating on Customer Retention in Freemium Video Games. Master’s Thesis. Tampere University of Technology, Tampere.

Rabu, G., & Reverchon-Billot, M. (2017). Les enjeux juridiques de l’e-sport. Presses Universitaires d’Aix-Marseille.

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Rai, L., & Yan, G. (2009). Futures Perspectives on Next Generation e-Sports Infrastructure and Exploring Their Benefits. International Journal of Sport Science and Engineering, 3(1), 027-033.

Railsback, D. (2019). Investigating the Human Factors in eSport Performance. Advances in Intelligent Systems and Computing, 795, 325–334.

Rambusch, J. (2011). Mind Games Extended: Understanding Gameplay as Situated Activity. Doctoral Dissertation. Linköping Studies in Science and Technology.

Rambusch, J., Taylor, A.-S. A., & Susi, T. (2017). Cognitive Challenges in eSports. Proceedings of the 13th Swecog Conference 2017, Uppsala.

Rambusch, J., Jakobsson, P., & Pargman, D. (2007). Exploring e-Sports: A Case Study of Gameplay in Counter-Strike. In A. Baba (Ed.), Situated Play: Proceedings of the Digital Games Research Association (DiGRA) Conference 2007 Tokyo: University of…

Ratan, A. R., Taylor, N., Hogan, J., Hogan, T. M. L., & Williams, D. (2015). Stand by Your Man: An Examination of Gender Disparity in League of Legends. Games and Culture, 10(5), 438–462.

Rea, S. C. (2018). Calibrating Play: Sociotemporality in South Korean Digital Gaming Culture. American Anthropologist, 120(3), 500-511.

Rea, S. C. (2019). Chronotopes and Social Types in South Korean Digital Gaming. Signs and Society, 7(1), 115-136.

Recktenwald, D., & Yiwei, D. (2016). Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China. In Proceedings of 3rd Annual Chinese DIGRA Conference.

Redelfs, O. (2018). Digitaler Spitzensport. Hamburger Wirtschaft, 03/18, 14-19.

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.

Reeves, S., Brown, B., & Laurier, E. (2009). Experts at Play: Understanding Skilled Expertise. Games and Culture, 4(3), 205–227.

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

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

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.

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

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

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

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

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

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

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

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

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.

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

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…

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.

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.…

Wagner, M. (2006). On the Scientific Relevance of eSport. In Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development. Las Vegas, Nevada: CSREA Press.

Wagner, M. (2007). Competing in Metagame Gamespace. Metapress.

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Walzel, S., & Schubert, M. (2018). Perspektiven des Sportsponsorings. Springer Gabler: Berlin, Heidelberg.

Wang, H., Yang, H.-T., & Sun, C.-T. (2015). Thinking Style and Team Competition Game Performance and Enjoyment. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 243-254.

Wang, M. (2018). Team Queue – A Mobile Application Which Provides a Third Party Stage for an E-Sports Service Provider. Master’s thesis. Rochester Institute of Technology, Rochester.

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Ward, M. R., & Harmon, A. D. (2019). ESport Superstars. Journal of Sports Economics, 20(8), 987-1013.

Wardaszko, M., Ćwil, M., Chojecki, P., & Dąbrowski, K. (2019). Analysis of Matchmaking Optimization Systems Potential in Mobile Esports. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspective on eSports. Public Health Reports, 135(3), 295-298.

Weiss, T. (2008). Cultural Influences on Hedonic Adoption Behavior: Propositions Regarding the Adoption of Competitive Video and Computer Online Gaming. In Proceedings of the SIG-DIGIT Workshop 2008.

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.

Weiss, T., & Schiele, S. (2013). Virtual Worlds in Competitive Contexts: Analyzing eSports Consumer Needs. Electronic Markets, 23(4), 307–316.

Wendeborn, T., Schulke, H. J. & Schneider, A. (2018). eSport: Vom Präfix zum Thema für den organisierten Sport?! German Journal of Exercise and Sport Research, 48(3), 451-455.

Werdenich, G. (2010). PC Bang, E-Sport und der Zauber von StarCraft. vwh Verlag.

Whalen, S. J. (2013). Cyberathletes- Lived Experience of Video Game Tournaments. Doctoral Dissertation. University of Tennessee, Knoxville.

Willimczik, K. (2019). eSport zwischen “Sport” und “Nicht-Sport” – Wegweisung für eine sachliche Diskussion. DOSB

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

Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 525-540), Berlin: Springer.

Witkowski, E. (2009). Probing the Sportiness of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 53-56), Norderstedt, Germany: Books on Demand GmbH.

Witkowski, E. (2012). On the Digital Playing Field: How We ‘Do Sport’ With Networked Computer Games. Games and Culture, 7, 349-374.

Witkowski, E. (2012). Inside the Huddle: The Sociology and Phenomenology of Team Play in Networked Computer Games Doctoral dissertation. IT University of Copenhagen, Denmark.

Witkowski, E. (2013). Eventful masculinities: Negotiations of Hegemonic Sporting Masculinities at LANs. In M. Consalvo, K. Mitgutsch, & A. Stein (Eds.) Sports Videogames. New York: Routledge.

Witkowski, E. (2014). Competition and Cooperation. in B. Perron and M. J. Wolf (Eds.), The Routledge Companion to Video Game Studies. New York: Routledge.

Witkowski, E. (2018). Sensuous Proximity in Research Methods with Expert Teams, Media Sports, and eSports Practices. MediaKultur: Journal of Media and Communication Research, 34(64), 31-51.

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

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:…

Carter, M., Fordyce, R., Gibbs, M., & Witkowski, E. (2017). eSports Futures in Australia. DIGRA 2017.

Witkowski, E., & Manning, J. (2019). Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices. Convergence The International Journal of Research into New Media Technologies, 1–17.

Wohn. D. Y., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture, 15(1). 73-88.

Wood, L., Hoeber, O., Snelgrove, R., & Hoeber, L. (2019). Computer Science Meets Digital Leisure: Multiple Perspectives on Social Media and eSports Collaborations. Journal of Leisure Research, 50(5), 425-437.

Woodcock, J., & Johnson, M. R. (2018). Work, Play, and Precariousness: An Overview of the Labour Ecosystem of Esports. Working Paper.

Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813-823.

Kadan, A. M., Li, L., & Chen, T. (2018). Modeling and Analysis of Feautures of Team Play Strategies in eSports Applications. Sovremennye Informacionnye Technologii i IT-obrazovanie, 14 (2), 397-407.

Kainz, F., Haupt, T., & Werner, C. (2018). “eSport”: Mehr als eine momentane Spielerei. Causa Sport, 2/2018, 153-160.

Kajastila, R., & Hamalainen, P. (2015). Motion Games in Real Sports Environments. Interactions, March-April, 44-47

Kang, C. (2019). A Polymorphic Approach to Esports Betting. Brigham Young University Prelaw Review, 33 (7), 1-10.

Kang, J. O., Kang, K. D., Lee, J. W.,, Nam, J. J., & Han, D. H. (2020). Comparison of Psychological and Cognitive Characteristics between Professional Internet Game Players and Professional Baseball Players. International Journal of Environmental…

Kane, D., & Spradley, B. D. (2017). Recognizing Esports as a Sport. The Sport Journal, published online 11 May.

Karakus, E. C. (2015). Comparing Traditional Sports and Electronic Sports. Master’s Thesis. University of Illinois at Urbana-Champaign, Urbana, IL.

Karhulahti, V.-M. (2020). Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development. Bloomsbury.

Karhulahti, V.-M. (2017). Reconsidering Esport: Economics and Executive Ownership. Physical Culture and Sport. Studies and Research, Volume LXXIV, 43-53.

Karhulahti, V.-M. & Kimppa, K. (2018). “Two Queens and a Pwn, Please.” An Ethics for Purchase, Loot, and Advantage Design in eSports. In Proceedings of the 2nd International GamiFIN Conference (pp. 115-122), Pori, Finland.

Karhulahti, V.-M. (2016). Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming. In Proceedings of the First International Joint Conference of DiGRA and FDG, 1–5 August 2016. Dundee, Scotland: Digital Games Research Association…

Kari, T., & Karhulahti, V.-M. (2016). Do E-Athletes Move? A Study on Training and Physical Exercise in Elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53–66.

Kari, T., Siutila, M. & Karhulahti, V.-M. (2018). An Extended Study on Training and Physical Exercise in Esports. In B. R. Dubbels (Ed.), Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (pp. 270-292).…

Karsenti, T., & Bugmann, J. (2018). Le e-sport, un nouveau « sport » numérique universitaire? Revue internationale des technologies en pédagogie universitaire, 15(1).

Kates, A., & Clapperton, G. (2015). The Debate: For & Against e-Sports. Engineering & Technology, 10(1), 28.

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Kauweloa, S., & Winter, J. S. (2016). Collegiate E-sports as Work or Play. In Proceedings of 1st International Joint Conference of DIGRA and FDG.

Kauweloa, N., & Winter, J. S. (2019). Taking College Esports Seriously. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Kayane (2016). Parcours d’une e-combattante. 404 éditions.

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Kaytoue, M., & Raïssi, C. (2012). Watch me Playing, I am a Professional. In WWW 2012 Companion. Lyon, France.

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Keiper, M. C., Manning, R. D., Jenny, S. E., Olrich, T., & Croft, C. (2017). No Reason to LoL at LoL: the Addition of eSports to Intercollegiate Atheltic Departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143-160.

Kelly, S. M., & Sigmon, K. A. (2018). The Key to Key Presses: eSports Game Input Streaming and Copyright Protection. Interact Entertain Law Review, 1(1), 2–16.

Kennedy, H. W. (2006). Illegitimate, Monstrous and Out There: Female ‘Quake’ Players and Inappropriate Pleasures. In J. Hollows & R. P. (Eds.), Feminism in Popular Culture (pp. 183-201). Oxford: Berg.

Kesselman, M.-S. (2014). The Rapid Growth of E-Sports and the Lagging Law. The Journal of High Technology Law, November 4.

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Khan, I. (2017). Control Freak: How an Injured eSports Athlete Got Back into the Game. CUNY Academic Works, Fall 2017.

Khromov, N., Korotin, A., Lange, A., Stepanov, A., Burnaev, E., & Somov, A. (2018). Esports Athletes and Players: A Comparative Study. arXiv

Kim, S. H., & Thomas, M. K. (2015). A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-cultural Dimensions of the Development of Expertise. Asian Journal of Information Technology, 14(5), 176–186.

Kim, Y. (2013). A Study of Wellness Core Technology and E-Sports. In IT Convergence and Security Proceedings. Piscataway, NJ: IEEE.

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Kim, Y., Ko, Y., Lee, S. & Ross, S. D. (2007). An Exploration of Motives in Online Sport Video Gaming. Book of Abstracts of North American Society for Sport Management (NASSM), 225-226.

Kim, Y., & Ross, S. D. (2006). An Exploration of Motives in Sport Video Gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 34-46.

Kim, Y. J., Choi, M. J., & Cha, Y. S. (2012). A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills. In Ubiquitous and Future Networks Conference Proceedings (pp. 471–475).…

Kim, Y. J., Engel, D. Wooley, A. W., Lin, J. Y. T., McArthur, N., & Malone, T. W. (2017). What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends. CSCW, 2316-2329.

Kirkegaard, E. O. W. (2018). Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports. PsyArxiv.

Kocadag, M. (2019). Investigating Psychological Well-Beeing Levels of Teenagers Interested in Esport Career. Research on Education and Psychology, 3(1), 1-10.

Körber, T., & Schuchmann, J. (2016). Rechtlicher Handlungsbedarf im eSport. Stadionwelt inside.

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Konstantinova, K., Bulygin, D., Okopny, P., & Musabirov, I. (2018). Online Communication of eSports Viewers: Topic Modeling Approach. In A. Cheok, M. Inami & T. Romão (Eds.), ACE 2017. Advances in Computer Entertainment Technology (pp. 608–613).…

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

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Kordyaka, B. (2018). Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games. In Proceedings of the 39th International Conference on Information Systems (ICIS2018). San Francisco, CA.

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