Browse Items (1774 total)

Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sports, Ethics and Philosophy, 11(4), 464–476.

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

LaPorte, D. (2016). Esport Geek Life. Bouqinbec.

Borggrefe, C. (2018). eSport gehört nicht unter das Dach des organisierten Sports. German Journal of Exercise and Sport Research, 48(3), 447-450.

Dombrowski, M., Wendeborn, T., Wohlfahrt, O., & Hodeck, A. (2020). eSport im deutschen Profifußball. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 193–214). Wiesbaden: Springer Gabler.

Brüggemann, L., & Nothelfer, N. (2021). eSport im Fadenkreuz der Sportwettensteuer – Eine Analyse des § 15 RennwLottDV-E. Sport- und E-Sportrecht in der Praxis, 116-123.

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.

Lauff, M. (2020). eSport im traditionellen Sportverein. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 161-174). Wiesbaden: Springer Gabler.

Maric, J. (2011). eSport im TV: Fernsehaneignung einer Computerspielkultur. In M. Elsler (Ed.), Die Aneignung von Medienkultur (pp. 193-213). VS Verlag für Sozialwissenschaften.

Piska, C., & Petschinka, P. (2019). eSport in Österreich: eine rechtliche Navigationshilfe. Zeitschrift für Energie- und Technikrecht, 63-69

Collison-Randall, H., Hayday, E. J., & Loat, R. (2022). Esport in the sport for development and peace sector: Innovation and spheres of change. In Social Innovation, Entrepreneurship, and Sport for Development and Peace (pp. 202-214). Routledge.

Karadakis, K., & Painchaud, M. M. (2022). Esport Knowledge, Skills, and Abilities: Perspectives from Subject Matter Experts. Athens Journal of Sports 2022, 9: 1-22

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.

Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.

Lee, Z. (2013). eSport Mastery: Inner-Mechanics. CreateSpace Independent Publishing Platform.

Southard, L. (2013). eSport Mastery: Mental Tactics. CreateSpace Independent Publishing Platform.

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

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

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.

Hintermüller, M., & Horky, T. (2020). eSport und Medien: Warum ist oder sollte eSport für traditionelle Medien ein Thema sein? In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 143–160). Wiesbaden: Springer Gabler.

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

Schörner, C. (2017). ESport und Strafrecht – Zum Sportbegriff der §§ 265c und 265d und deren Anwendbarkeit auf kompetitives Computerspielen. HRRS, 18(10), 407-413.

Pizzo, A. D., Baker, B. J., Na, S., & Lee, M. A. (2018). eSport vs Sport: A Comparison of Spectator Motives. Sport Marketing Quarterly, 27(2), 108-123.

McCutcheon, C., Hitchens, M., & Drachen, A. (2017). eSport vs. irlSport. ACE 2017: Advances in Computer Entertainment Technology: 531–542.

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

Kanz, J. (2020). eSport-Engagements von Fußball-Landesverbänden. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 175–191). Wiesbaden: Springer Gabler.

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…

Sauer, A. (2019). eSport, Netzwerkeffekte und Lindahl-Preise. Wiesbaden: Springer Gabler.

McCutcheon, C. (2022). eSport, work, sport and play: relationships and pathways to a new continuum model (Doctoral dissertation, Macquarie University).

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Piska, C., & Petschinka, P. (2019). eSport: alte Rechtsfragen - neu gestellt. ecolex - Zeitschrift für Wirtschaftsrecht, 637-639

Białecki, Andrzej & Xenopoulos, Peter & Dobrowolski, Pawel & Białecki, Robert & Gajewski, Jan. (2024). ESPORT: Electronic Sports Professionals Observations and Reflections on Training. Physical Culture and Sport Studies and Research.…

Valladao, S. P., Middleton, J., & Andre, T. L. (2020). Esport: Fortnite Acutely Increases Heart Rate of Young Men. International Journal of Exercise Science, 13(6), 1217-1227.

Howard, M. (2018). Esport: Professional League of Legends as Cultural History. Master’s thesis. University of Houston, Houston, TX.

Breuer, M., & Görlich, D. (Eds.). (2020). eSport: Status quo und Entwicklungspotenziale. Wiesbaden: Springer Gabler.

Nagel, M. & Sugishta, K. (2016). Esport: The Fastest Growing Segment of the “Sport” Industry. Sport & Entertainment Review, 2(2), 51–60.

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.

Bagger von Grafenstein, T. (2018). eSport: Welche Vor- und Nachteile bringt eine rechtliche Qualifizierung mit sich? Folgen einer Aufnahme im DOSB. MultiMedia und Recht, 2/2018, 20-24.

Higgins, M. G. (2020). Esports. Saddleback Educational Publishing.

Meadows, J. H. (2018). Esports. In A. E. Grant & J. H. Meadows (Eds.), Communication Technology Update and Fundamentals, 16th edition.

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Parmar, A. (2012). eSports - The Indian Perspective. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 66–71). Norderstedt: Books on Demand GmbH.

Shmatenko, L. (April 29, 2021). eSports – 'It's in the Game': The Naissance of a new Field of International Arbitration. In C. González-Bueno (Ed.), 40 under 40 International Arbitration 2021 (pp. 393-410). Available at SSRN:…

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

Shergadwala, M. N., & El-Nasr, M. S. (2021). Esports Agents with a Theory of Mind: Towards Better Engagement, Education, and Engineering. CHI 2021, May 08-13, 2021, Yokohama, Japan.

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).

Schubert, M., Drachen, A., & Mahlmann, T. (2016). Esports Analytics Through Encounter Detection. In Proceedings of the MIT Sloan Sports Analytics Conference 2016 MIT Sloan.

Özsungur, F. (2022). eSports and eSocial Work. In Handbook of Research on Digital Violence and Discrimination Studies (pp. 1-20). IGI Global.

Boudaoud, B., Spjut, J., Kim, J., Madhusudan, A., & Watson, B. (2022). Esports and expertise: what competitive gaming can teach us about mastery. Interactions, 29(6), 54-59.

Weinreb, B. I. (2021). Esports and Harassment: Analyzing Player Protections in a Hostile Work Environment. California Western Law Review, 57(2), 473-504.

Kruthika, N. S. (2020). Esports and its Reinforcement of Gender Divides. Marquette Sports Law Review, 30(2), 347-369.

Rossi, I. (2022). eSports and metaverse in luxury and fashion: a new future.

Sihvonen, T. (2018). eSports and Regulation. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

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

Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.

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.

Lee, J. S., & Steinkuehler, C. (2019). Esports as a Catalysator for Connected Learning: The North American Scholastic Esports Federation. XRDS, 25(4), 54-59.

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Tokbaeva, D., Horst, S. O., & de la Hera, T. (2022). eSports as a Digital Media Business. Die digitale Transformation der Medien, 403-427.

Perreault, G. P., & Perreault, M. F. (2021). eSports as a News Speciality Gold Rush: Communication Ecology in the Domination of Traditional Journalism Over Lifestyle Journalism. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways…

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).

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.

Dixon, P. (2022). Esports as Entertainment: A Comparison to Traditional Sports.

Zaib Abbasi, A., Alqahtani, N., Tsiotsou, R. H., Rehman, U., & Hooi Ting, D. (2023). Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement.

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.

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

Paiva, L. P., Alves Evangelista, L. D. M., & Foloni, M. L. (2022). esports athletes in brazil: history and law. Gaming Law Review, 26(2), 90-97.

Polat, V., & Şenbiçer, Ş. (2022). Esports Business and Cyberbullying: Risks and Precautions. In Handbook of Research on Digital Citizenship and Management During Crises (pp. 94-115). IGI Global.

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

Abarbanel, B., & Johnson, M. R. (2018). Esports Consumer Perspectives on Match-Fixing: Implications for Gambling Awareness and Game Integrity. International Gambling Studies, 19(2), 296-311.

Holden, J. T., Rodenberg, R. M., & Kaburakis, A. (2017). Esports Corruption: Gambling, Doping, and Global Governance. Maryland Journal of Internation Law, 32(1), 236-273.

Bell, D. L. (2022). Esports Curricula in US Post-Secondary Institutions: A Case Study.

Wang, Z., & Yoshinaga, N. (2022). Esports Data-to-commentary Generation on Large-scale Data-to-text Dataset. arXiv preprint arXiv:2212.10935.

Wong, D., & Meng-Lewis, Y. (2022). Esports diplomacy–China’s soft power building in the digital era. Managing Sport and Leisure, 1-23.

Murray, S., Birt, J., & Blakemore, S. (2020). ESports Diplomacy: Towards a Sustainable ‘Gold Rush’. Sport in Society, published online before print.

Rouhiainen, T. (2022). Esports event marketing.

Leon, M., Hinojosa-Ramos, M. V., León-Lopez, A., Belli, S., López-Raventós, C., & Florez, H. (2022). eSports Events Trend: A Promising Opportunity for Tourism Offerings. Sustainability, 14(21), 13803.

Zagala, K., & Strzelecki, A. (2019). eSports Evolution in Football Game Series. Physical Culture and Sport. Studies and Research, 83, 50-62.

Bertschy, M., Mühlbacher, H., & Desbordes, M. (2019). Esports Extension Of A Football Brand: Stakeholder Co-creation in Action? European Sport Management Quarterly, 20(1), 47-68.

Ruotsalainen, M., & Välisalo, T. (2021). Esports fandom in the age of transmedia: the reception of the overwatch league. Eracle - Journal of Sport and Social Sciences, 4(1): 11-35.

Zyza, J. (2022). Esports Fans as Players and Their Motivations to Spectate Esports: Case of League of Legends.

Onishi, T., Yamasaki, M., Hara, T., Hirotomi, T., & Miyazaki, R. (2022). Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults. International Journal of Environmental…

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

Sweeney, K., Tuttle, M. H., & Berg, M. D. (2019). Esports Gambling: Market Structure and Biases. Games and Culture, 1-27.

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

Macedo, T., & Fragoso, S. (2019). Geografias dos Esports: mediações espaciais da prática competitiva na Amazônia//Esports Geographies: Spatial Mediations of Competitive Practice in the Amazon. Logos, 26(2), 106-123.

Koot, J. (2019). eSports Governance and Its Failures. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 20–27). Norderstedt: Books on Demand GmbH.

MA, R., GUI, X., & KOU, Y. (2022). Esports Governance: An Analysis of Rule Enforcement in League of Legends.

Peng, Q., Dicksson, G., Scelles, N., Grix, J., & Brannagan, P. M. (2020). Esports Governance: Exploring Stakeholder Dynamics. sustainability, 12, 8270.

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:…

Carter, M., & Gibbs, M. (2013). eSports in EVE Online: Skullduggery, Fair Play and Acceptability in an Unbounded Competition. Foundations of Digital Games Conference, 14-17 May, Chania, Greece.

Schöber, T., & Junge, J. (2020). eSports in Gesellschaft und Politik: Vom Sportbegriff, über Vorurteile bis zum Verbandswesen. Institut für Ludologie. Flying Kiwi Media.

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

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.

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:…

Scholz, T. M. (2010). eSports in the Working World. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 57–58). Norderstedt: Books on Demand GmbH.

Bai, D., Chen, L., Wang, Y., & Guan, G. (2022). Esports Industry, Video Game Industry and Economic Growth: An Empirical Research in China. Video Game Industry and Economic Growth: An Empirical Research in China (April 3, 2022).

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

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Hiltscher, J. (2019). eSports is a Sport, But One-Sided Training Overshadows Its Benefits for Body, Mind and Society. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 44–48). Norderstedt: Books on Demand GmbH.

Scholz, T. M. (2019). eSports is Business. Management in the World of Competitive Gaming. Cham: Palgrave Macmillan.

Stevens, P. (2018). Esports is Expanding. TVB Europe, November/ December, 54-57.

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Christophers, J. (2010). eSports Jobs. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 17–22). Norderstedt: Books on Demand GmbH.
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