Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.
Kordyaka, B., Klesel, M., & Jahn, K. (2019). Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.
Kordyaka, B., Jahn, K., & Niehaves, B. (2020). To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports. International Journal on Media Management, 22(1), 49-66.
Korotin, A., Khromov, N., Stepanov, A., Lange, A., Burnaev, E., & Somov, A. (2019). Towards Understanding of eSports Athletes’ Potentialities: The Sensing System for Data Collection and Analysis. ArXiv
Kou, Y., & Gui, X. (2014). Playing with Strangers: Understanding Temporary Teams in League of Legends. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (pp. 161-169). ACM
Kow, Y. M., Young, T., & Salen Tekinbas, K. (2014). Crafting the Metagame: Connected Learning in the StarCraft 2 Community. Irvine, CA: Digital Media and Learning Research Hub.
Kozachuk, J., Foroughi, C., Freeman, G. (2016). Exploring Electronic Sports: An Interdisciplinary Approach. In Proceedings of the 2016 Human Factors and Ergonomics Society (pp. 2118–2122).
Kurt, S., & Nothelfer, N. (2020). Die Anwendbarkeit des technischen Arbeitsschutzrechts bei spielbezogenen eSport-Tätigkeiten. Recht der Arbeit, 211-220.
Kuznekoff, J. H. & Rose, L. M. (2013). Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues. New Media & Society, 15(4), 541-556.
Ma, H., Wu, Y., & Wu, X. (2013). Research on Essential Difference of E-sport and Online Game. Informatics and Management Science V, Lecture Notes in Electrical Engineering 208.
Macey, J., Abarbanel, B., & Hamari, J. (2020). What Predicts eSports betting? A Study on Consumption of Video Games, eSports, Gambling and Demographic Factors. New Media & Society, 1-25.
Macey, J., & Hamari, J. (2018). Investigating Relationships Between Video Gaming, Spectating eSports, and Gambling. Computers in Human Behavior, 80, 344-353.
Macey, J., & Hamari, J. (2019). eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour Associated with Emergent Forms of Gambling. New Media & Society, 21(1), 20–41.
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.
Marcano Larez, B. (2012). Características sociológicas de videojugadores online y el e-sport. El caso de Call of Duty. Pedagogía Social. Revista Interuniversitaria, (19).
Maric, J. (2011). Electronic Sport: How Pro-Gaming Negotiates Territorial Belonging and Gender. Platform: Journal of Media and Communication, ECREA Special Issue, 6–23.
Maric, J. (2011). eSport im TV: Fernsehaneignung einer Computerspielkultur. In M. Elsler (Ed.), Die Aneignung von Medienkultur (pp. 193-213). VS Verlag für Sozialwissenschaften.
Martinelli, D. (2019). The Challenges of Implementing a Governing Body for Regulating ESports. University of Miami International and Comparative Law Review, 26, 499-524.
McCauley, B., Nguyen, T. H. T., McDonald, M., & Wearing, S. (2020). Digital Gaming Culture in Vietnam: An Exploratory Study. Leisure Studies, 39(3), 372-386.
McCauley, B., Tierney, K., & Tokbaeva, D. (2020). Shaping a Regional Offline eSports Market: Understanding How Jönköping, the ‘City of DreamHack’, Takes URL to IRL. International Journal on Media Management, 22(1), 30-48.
McCrea, C. (2009). Watching Starcraft, Strategy and South Korea. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 179–193). New York: Routledge.
Miah, A., & Fenton, A. (2020). Esports in the Olympic & Paralympic Games: The Business Case for Integration. In D. Chatziefstathiou, B. Garcia & B. Séguin (Eds.), The Routledge Handbook of the Olympic and Paralympic Games, Oxon and New York, NY:…
Misra, A., & Danwani, A. (2012). The World of eSports Through a Girl Gamer’s Eye. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 59-61). Norderstedt: Books on Demand GmbH.
Moeller, R. M., Esplin, B., & Conway, S. (2009). Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and the Discourse of Online Sports Gamers. Game Studies, 9(2).
Moisy, M., & Mora, P. (2007). Rencontre avec les champions : les goodgame, in F. Beau (Ed.), avec la collaboration de D. Kaplan et L. Gille, Culture d’Univers. Jeux en réseaux, mondes virtuels, le nouvel âge de la société numérique, Limoges, FYP…
Mora-Cantallops, M., & Sicilia, M. Á. (2018). Team Efficiency and Network Structure: The Case of Professional League of Legends. Social Networks, 58, 105-115.
Mora-Cantallops, M., & Sicilia, M. A. (2018). Exploring Player Experience in Ranked League of Legends. Behavior and Information Technology, 37(12), 1224–1236.
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.
Mora, P. (2005). Derrière l’e-sport : un conflit d’experts de jeux réseaux compétitifs. In T. Fortin, P. Mora & L. Trémel (Eds.), Les jeux vidéo : pratiques, contenus et enjeux sociaux (pp. 25-121). Paris, L’Harmattan, coll. « Champs Visuels ».
Mora, P., & Héas, S. (2005). From Videogamer to e-Sportsman: Toward a Growing Professionalism of World-class Players? In M. Bittanti & S. Morris (Eds.), Doom: Giocare in Prima Persona. Milano: Costa & Nolan. [Originally published in French in…
Müller-Lietzkow, J. (2007). Die Veränderung des traditionellen Sportbildes in Gesellschaft und Politik durch eSport. Computerspiele und Politik. Zur Konstruktion von Politik und Gesellschaft in Computerspielen, 221-247.
Muniowski, L. (2018). Geek is the New Jock: The Relationship between Geek Culture and Sports. In Age of the Geek: Depictions of Nerds and Geeks in Popular Media. New York, NY: Palgrave.
Saarnisto, M. (2017). Impact of Sponsorships in eSports on the Buying Behavior. Master’s thesis. Vaasan Ammattikorkeakoulu University of Applied Sciences, Vaasan.
Salo, M. (2017). Career Transitions of eSports Athletes: A Proposal for a Research Framework. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 22-32.
Schaeperkoetter, C. C., Mays, J., Hyland, S. T., & Wilkerson, Z. (2017). The “New” Student Athlete: An Exploratory Examination of Scholarship Esports Players. Journal of Intercollegiate Sport, 10, 1–21.
Schellewald, A. O. (2018). Why Do We Watch Others Play? Understanding eSports as Sporting Entertainment. Proceedings of the Seminar on eSports, Exergaming, and Fantasy Leagues, University of Jyväskylä, Finland.
Schmidt, J., Dreyer, S., & Lampert, C. (2008). Spielen im Netz – Zur Systematisierung des Phänomens “Online Games”. Arbeitspapiere des Hans-Bredow-Instituts Nr. 19.
Schmidt, M., & Shreffler, M. (2015). Motivations for eSport Consumption: A Road Map for Traditional Sports Online Spectating. 2015 Sport Marketing Association Conference (SMA XIII).
Schmuck, A., & Schmuck, P. (2009). Einflüsse vergesellschaftender Faktoren auf posttraditionale Vergemeinschaftungsformen am Beispiel der eSport-Szene, Working Paper.
Schneider, A., & Wendeborn, T. (2019). eSport-Events: Potentiale und Herausforderungen hybrider Erlebniswelten aus Sicht des Eventmarketing. In Zanger, C. (Ed.), Eventforschung. Aktueller Stand und Perspektiven (pp. 90-105). Chemnitz: Springer…
Schöber, T., & Junge, J. (2020). eSports in Gesellschaft und Politik: Vom Sportbegriff, über Vorurteile bis zum Verbandswesen. Institut für Ludologie. Flying Kiwi Media.
Schörner, C. (2017). ESport und Strafrecht – Zum Sportbegriff der §§ 265c und 265d und deren Anwendbarkeit auf kompetitives Computerspielen. HRRS, 18(10), 407-413.
Scholz, T. M. (2012). New Broadcasting Ways In IPTV — The Case of the Starcraft II Broadcasting Scene. World Media Economics & Management Conference 23–27.5.2012 in Thessaloniki, Greece.
Scholz, T. M., & Stein, V. (2017). Going Beyond Ambidexterity in the Media Industry: Esports as Pioneer of Ultradexterity. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 47-62.
Schubert, M., Drachen, A., & Mahlmann, T. (2016). Esports Analytics Through Encounter Detection. In Proceedings of the MIT Sloan Sports Analytics Conference 2016 MIT Sloan.
Schürmann, V. (2019). Am Fall eSport: Wie den Sport bestimmen? Von Merkmalen und Grundideen. German Journal of Exercise and Sport Research, 49, 472-481.
Schulke, H.-J., & Wendeboern, T. (2018). Aufklärung, was sonst!? Das Märchen vom E-Sport. SportZeiten: Sport in Geschichte, Kultur und Gesellschaft, 18(3), 7-32.
Schulze, U. (2016). “Wir finden für jeden das passende Paket”: Interview mit Ulrich Schulze, Vice President Pro Gaming bei der ESL, über die Entwicklung des eSports und die Möglichkeiten für Sponsoren, sich in dem jungen und zukunftsträchtigen Markt…
Scully-Blaker, R. (2016). On Becoming “Like eSports” Twitch as a Platform for the Speedrunning Community. DiGRA/FDG ’16 – Abstract Proceedings of the First International Joint Conference of DiGRA and FDG.
Şentuna, B., & Kanbur, D. (2016). What Kind of an Activity is a Virtual Game? A Postmodern Approach in Relation to Concept of Phantasm by Deleuze and the Philosophy of Huizinga. Sport, Ethics and Philosophy, 10(1), 42-50.
Seven, A. (2018). eSport und der blinde Fleck: Ein Diskussionsbeitrag vor dem Hintergrund von Manfred Franz’und Detlef Köpkes Neuen Denkwegen im Sport (2017). German Journal of Exercise and Sport Research, 48(4), 582-586.
Sihvonen, T. (2018). eSports and Regulation. Proceedings of the Seminar on eSports, Exergaming, and Fantasy Leagues, University of Jyväskylä, Finland.