Browse Items (1774 total)

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

Gao, G., Min, A. & Shih, P. C. (2017). Gendered Design Bias: Gender Differences of In-game Character Choice and Playing Style in League of Legends. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 307-317), ACM.

Gao, Z., Yada, S., Wakamiya, S., & Aramaki, E. (2020). Offensive language detection on video live streaming chat. In Proceedings of the 28th International Conference on Computational Linguistics (pp. 1936-1940).

Garcia-Bardidia, R., & Nau, J. P. (2017). L’institutionnalisation du e-sport. In Rabu, G. & Reverchon-Billot, M. (Eds.), Les enjeux juridiques de l’e-sport. Presses Universitaires d’Aix-Marseille.

Garcia-Lanzo, S., & Chamarro, A. (2018). Basic Psychological Needs, Passion and Motivations in Amateur and Semi-professional eSports Players. Aloma, 36(2), 59-68.

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

García, J., & Murillo, C. (2020). Sports Video Games Participation: What Can we Learn for Esports? Sport, Business and Management, 10(2), 169-185.

Gargallo Serrano, E. (2022). Traditional sports organizations’ expansion to eSports.

Gawrysiak, J., Burton, R., Jenny, S., & Williams, D. (2020). Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review. Physical Culture and Sport. Studies and Research, 86, 1-14

Gay, P. L. (2017). Moving People from Science Adjacent to Science Doers with Twitch. tv. In AAS/Division for Planetary Sciences Meeting Abstracts# 49 (Vol. 49, pp. 119-02).

Gdowski, M. (2017). Cognitive Function Analysis in e-sport on Example of DotA 2 Game. Doctoral dissertation. Instytut Radioelektroniki i Technik Multimedialnych.

Gebhardt, J. (2010). Grubby and the Tears of Chengdu. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 93–94). Norderstedt: Books on Demand GmbH.

Geiler, A. (2016) eSports: Auf dem Weg zum Massenphänomen. Zeitschrift für Herz-, Thorax-, und Gefäßchirurgie, 30(3), 213-216.

Georgen, C., Duncan, S. C., & Cook, L. (2015). From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream. In CSCL 2015 Proceedings (pp. 581–585).

Gerber, H. R. (2017). Esports and Streaming: Twitch Literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345.

Gerber, H. R. (2022). The literacies of a competitive esports team: Livestreaming, vods, and mods. L1-Educational Studies in Language and Literature, 1-25.

German, V. P. (2022). Increasing Practical Verbal Behavior in Esports Players.

Ghabashneh, E., & Rao, S. (2020,). Exploring the interplay between CDN caching and video streaming performance. In IEEE INFOCOM 2020-IEEE Conference on Computer Communications (pp. 516-525). IEEE.

Ghazali, N. F., Sanat, N., & As'ari, M. A. (2021). Esports Analytics on Player Unknown's Battlegrounds Player Placement Prediction using Machine Learning. International Journal of Human & Technology Interaction, 5(1).

Giakoni-Ramírez, F., Merellano-Navarro, E., & Duclos-Bastías, D. (2022). Professional Esports Players: Motivation and Physical Activity Levels. International Journal of Environmental Research and Public Health, 19(4), 2256.

Giakoni, F., López, M., Segado, F., Manzanares, A., & Mínguez, J. (2022). An implicit research methodology to evaluate advertising effectiveness in Esports streaming based on viewers’ gaze, cognitive and emotional responses. SPORT TK-Revista…

Giannacco, C. (2015). Farewell Message Cloud. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 89–92). Norderstedt: Books on Demand GmbH.

Gibbs, M., Carter, M., & Witkowski, E. (2017). Understanding Esports Spectatorship: Players, Fans, Recruits. In Selected Papers of #AoIR2017: The 18th Annual Conference of the Association of Internet Researchers Tartu, Estonia.

Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.

Girard, M. (2022). Étude exploratoire du rôle des besoins psychologiques et de la motivation en contexte de jeux video en ligne (Doctoral dissertation, Université du Québec à Chicoutimi).

Glickman, S., McKenzie, N., Seering, J., Moeller, R., & Hammer, J. (2018). Design challenges for livestreamed audience participation games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (pp. 187-199).

Goek, D. P. (2010). The Impact of eSport on My Life. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 36–42). Norderstedt: Books on Demand GmbH.

Goetomo, F. (2017). eSports in Korea: A Study on League of Legends Team Performances on the Share Price of Owning Corporations. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 79–94). Norderstedt: Books on Demand GmbH.

Goldberg, H. (2015). The League of Legends Experience: A Year Inside The Wild, Wonderful, Riotous World Of The Planet's Most Popular eSport. Harold Goldberg Publishing.

Goldman, M. M., & Hedlund, D. P. (2020). Rebooting Content: Broadcasting Sport and Esports to Homes During COVID-19. International Journal of Sport Communication, 13(3), 370-380.

Gommesen, N. (2012). The Affective Audience in Professional e-Sport: An Exploration of Spectators, and their Impact on Video Game Playing. Master’s thesis. IT University of Copenhagen, Copenhagen.

Gong, T., Fan, Z., Popovic, S., & Wang, G. (2022). Copyright protection of live esports broadcast under China's new Copyright Law. Technology in Society, 71, 102123.

González-Moreno, S. E., Palma-Ruiz, J. M., & Caro-Lazos, L. E. (2022). Marketing Strategies for Esports. In Esports and the Media (pp. 52-68). Routledge.

González, P. (2022). Prediction of mental strength from the satisfaction of basic needs in CABA and GBA esports players. Interacciones, e261-e261.

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.

Granados, S. (2016). Introduction à l’Esport. The next big thing. E-Book at Amazon.

Tags:

Gray, K. L. (2013). Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color in Xbox Live. Ada: A Journal of Gender, New Media, and Technology, 2.

Gray, K. L. (2017). They’re Just Too Urban’: Black Gamers Streaming on Twitch. Digital Sociologies, 1, 355-368.

Gray, K. L. (2020). Black Gamers’ Resistance. Race and Media: Critical Approaches, 241.

Greer, N., Hing, N., Rockloff, M., Browne, M., & King, D. L. (2022). Motivations for Esports Betting and Skin Gambling and Their Association with Gambling Frequency, Problems, and Harm. Journal of Gambling Studies, 1-24.

Grenke, T. (2018). The Effort for eSport Events is Significantly Higher. Stadiaworld/ Sports Venues, 40-41.

Tags:

Gries, S. (2019). eSports and the Olympic Movement: A Short Analysis of the IOC Esports Forum. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 9–19). Norderstedt: Books on Demand GmbH.

Griffiths, M. D. (2017). The Psychosocial Impact of Professional Gambling, Professional Video Gaming & eSports. Casino & Gaming International, 28, 59-63.

Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the Stereotype: the Case of Online Gaming. CyberPsychology & Behavior, 6, 81–91.

Griffiths, R. P., Eastin, M. S., & Cicchirillo, V. (2016). Competitive Video Game Play: An Investigation of Identification and Competition. Communication Research, 43(4), 468-486.

Groen, M. (2013). Exclusion and Inclusion of Women in E-sport and the Example of StarCraft: Wings of Liberty. In K. Mitgutsch, S. Huber, J. Wimmer, M. Wagner & H. Rosenstingl (Eds.), Context Matters (pp. 235–240). Vienna: New Academic Press.

Groen, M. (2016). (Un)Doing Gender? Female Tournaments in the E-Sports Scene. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), 2537.

Groen, M. (2018). Habitus in Cyberspace: Gendered Dynamics in e-Sports Culture. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Groen, M. (2020). Digital Governmentality: Toxicity in Gaming Streams. In Games and Ethics (pp. 97-111). Springer VS, Wiesbaden.

Gros, D., Hackenholt, A., Zawadzki, P., & Wanner, B. (2018). Interactions of Twitch users and their usage behavior. In International Conference on Social Computing and Social Media (pp. 201-213). Springer, Cham.

Gros, D., Wanner, B., Hackenholt, A., Zawadzki, P., & Knautz, K. (2017). World of streaming. Motivation and gratification on Twitch. In International Conference on Social Computing and Social Media (pp. 44-57). Springer, Cham.

Grotz, M., & Breuer, M. (2020). Die mediale Rezeption des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 123–141). Wiesbaden: Springer Gabler.

Grubic, D., Smith-Ditizio, A. A., & Smith, A. D. (2017). ESports: A New Era of Spectator Games. Working Paper

Grutzik, P., Higgins, J., & Tran, L. (2017). Predicting Outcomes of Professional DotA 2 Matches. Working Paper

Guarino, S., Eusebi, L., Bracken, B., & Jenkins, M. (2019). Using sociocultural data from online gaming and game communities. Social‐Behavioral Modeling for Complex Systems, 407-441.

Gündoğdu, S., Çolak, Ö., & Polat, Ö. (2022). Investigation of the Effect of eSport on HRV Signal by Using PoincaréPlot Analysis. Traitement du Signal, 39(2).

Günther, C., Eiselmayer, S., Lehmann, G., Fröhlich, S., Biel, A. (2022). Aktuelle Methoden und Tools für
Planung und Forecast. Controller Magazin, 2/22, p. 60-66. Haufe.

Guo, Z., Cahalane, M., & Carbonie, A. (2022). Online gaming with a purpose: exploring positive personal development achieved through esports play. Behaviour & Information Technology, 1-23.

Güral, Y., Gürcan, M., Devecioğlu, S., & Halisdemir, T. A. (2022). Investigation of the Performance of Esports Games with Data Envelopment Analysis. Cuadernos de Psicología del Deporte, 22(2).

GÜRAL, Y., Gürcan, M., Devecioğlu, S., & Halisdemir, T. A. (2022). Investigación del rendimiento de los juegos de e-Sports con análisis de envío de datos. Cuadernos de Psicología del Deporte, 22(2), 258-267.

Haaranen, L. (2017). Programming as a performance: Live-streaming and its implications for computer science education. In Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education (pp. 353-358).

Hagen, D. (2017). Fair Use, Fair Play: Video Game Performances and Let's Plays as Transformative Use. Wash. JL Tech. & Arts, 13, 245., HeinOnline

Hagiwara, G., Akiyama, D., Furukado, R. & Takeshita, S. (2020). A study on psychological training of eSports using digital games: Focusing on rhythm game. Journal of Human Sport and Exercise 15 (3proc), 495-503.

Hagiwara, G., Daisuke, A., & Takeshita, S. (2019). Examining effectiveness of e-sports activity in Japan. Journal of Human Sport and Exercise 14 (4proc). 1038-1045.

Hallmann, K., & Giel, T. (2018). eSports – Competitive Sports or Recreational Activity? Sports Management Review, 21(1), 14-20.

Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.

Hamilton, J. (2019). The Rise of Esports. ITNOW, 61(3), 28-29.

Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.

Hamilton, W., Kerne, A., & Robbins, T. (2012). High-Performance Pen + Touch Modality Interactions: A Real-Time Strategy Game eSports Context. Paper presented at UIST’12, Cambridge, MA.

Hammad, N., Harpstead, E., & Hammer, J. (2021). Towards Examining The Effects of Live Streaming an Educational Game. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Han, H. K., Huang, Y. C., & Chen, C. C. (2019). A Deep Learning Model for Extracting Live Streaming Video Highlights using Audience Messages. In Proceedings of the 2019 2nd Artificial Intelligence and Cloud Computing Conference (pp. 75-81).

Hardenstein, T. (2017). Skins in the Game: Counter-Strike, Esports, and the Shady World of Online Gambling. Unpublished Manuscript.

Härig, D. (2015). Marketing and Sponsorship in eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 55–59). Norderstedt: Books on Demand GmbH.

Harper, T. (2010). The Art of War Fighting Games, Performativity, and Social Game Play. Doctoral dissertation. Ohio University, Athens, OH.

Harper, T. (2014). The Culture of Digital Fighting Games: Performance and Practice. New York, NY: Routledge.

Harpstead, E., Rios, J. S., Seering, J., & Hammer, J. (2019). Toward a twitch research toolkit: a systematic review of approaches to research on game streaming. In Proceedings of the annual symposium on computer-human interaction in play (pp.…

Harris, H. (2012). The State of Play of Team Fortress 2 - A Underdog Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 35–58). Norderstedt: Books on Demand GmbH.

Harry, D. (2012). Designing Complementary Communication Systems. Doctoral Dissertation. MIT Media Lab, Cambridge, MA.

Harttung, J. (2015). The Issue of “Deep Control” in Professional E-Sports – A Critical Analysis of Intellectual Property Structures in Electronic Gaming. Master’s Thesis. University of Toronto, Toronto.

Hassan, M., Shimizu, Y., Hada, Y., & Suzuki, K. (2022). Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons with Upper Limb Deficiencies. IEEE Access, 10, 18933-18943.

Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023). The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions. Emerald Publishing.

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

Hayday E. J., Collison, H., & Kohe, G. Z. (2020). Landscapes of Tension, Tribalism and Toxicity: Configuring a Spatial Politics of Esport Communities, Leisure Studies, published online before print.

Hayday, E. J., & Collison, H. (2020). Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces. Social Inclusion, 8(3), 197-208.

Hayday, E. J., & Collison, H. (2022). COVID-19 and Esport. Routledge Handbook of Sport and COVID-19, 186.

Hayday, E., & Collison, H. (2022). Understanding the potential for esports to support social inclusion agendas. In Social Issues in Esports (pp. 131-147). Routledge.

Hayday, E., Collison-Randall, H., & Kelly, S. (2022). Esports Insights. Routledge.

Tags:

Hayduk, T. M. (2020). Kickstart My Market: Exploring an Alternative Method of Raising Capital in a New Media Sector. Journal of Media Business Studies, 1-24.

He, Q., Zhang, C., & Liu, J. (2016). Utilizing massive viewers for video transcoding in crowdsourced live streaming. In 2016 IEEE 9th International Conference on Cloud Computing (CLOUD) (pp. 116-123). IEEE.

Hebbel-Seeger, A. (2012). The Relationship Between Real Sports and Digital Adaptation in e-Sport Gaming. International Journal of Sports Marketing and Sponsorship, 13(2), 43 – 54.

Hebbel-Seeger, A., & Pelc, M. S. (2020). eSport im politischen Diskurs. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 215–229). Wiesbaden: Springer Gabler.

Hebbel-Seeger, A., & Siemers, L. (2018). eSport im Profi-Fußball der DFL: zu Erwartungen, Zielen und Markeneinfluss. Sciamus – Sport und Management, 2/2018, 42-58.

Hedlund, D., Fried, G., & Smith, R. (Eds.). (2020). Esports Business Management. Human Kinetics: Champaign.

Hedlung, D. P. (2021). A Typology of Esport Players. Journal of Global Sport Management.

This study investigates the roles and responsibilities of eSports stakeholders in ensuring eSports players’ health and wellbeing through the following research questions: (1) What are the roles and responsibilities of different stakeholders in…

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

Heidenreich, H., Brandt, C., Dickson, G., & Kurscheidt, M. (2022): Esports associations and the pursuit of legitimacy: evidence from Germany. Frontiers in Sports and Active Living, 257.

Heinz, J., & Ströh, A. (2017). The eSports Market and eSports Sponsoring. Marburg: Tectum.

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

Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195–207.
Output Formats

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