Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.
Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.
Lin, C. Y., & Chen, H. S. (2019). Personalized channel recommendation on live streaming platforms. Multimedia Tools and Applications, 78(2), 1999-2015.
Neri, F., Smeralda, C., Momi, D., Sprugnoli, G., Menardi, A., Ferrone, S., (...), Santarnecchi, E. (2021). Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame. Frontiers in Psychology, published…
Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and Video Gaming: Comparing Regular Gamers, Non-Gamers, and Gaming Addicts and Differentiating between Game Genres. Computers in Human Behavior, 55, 406–412.
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.
Voorhees, G., & Orlando, A. (2018). Performing Neoliberal Masculinity: Reconfiguring Hegemonic Masculinity in Professional Gaming. In Masculinities in Play. New York, NY: Palgrave Macmillan.
Consalvo, M., & Phelps, A. (2019). Performing game development live on Twitch. In Proceedings of the 52nd Hawaii International Conference on System Sciences.
Novak, A. R., Bennett, K. J. M., Pluss, M. A., & Fransen, J. (2020). Performance Analysis in eSports: Modelling Performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching, 0(0), 1-9.
Pluss, M. A., Novak, A. R., Bennett, K. J. M., Panchuk, D., Coutts, A. J., & Fransen, J. (2020). Perceptual-motor Abilities Underlying Expertise in Esports. Journal of Expertise, 3(2).
Cumming, D. (2021). Perceptions towards esports in mainstream English-language new media. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
Schubert, M., Eing, F., & Könecke, T. (2022). Perceptions of professional esports players on performance-enhancing substances. Performance Enhancement & Health, 10(4), 100236.
Cotrufo, R. J., MacGregor, J. F., & McGinniss, K. T. (2022). Perceptions of NCAA Division II and III Athletic directors regarding the emergence of e-sports. Journal for the Study of Sports and Athletes in Education, 1-16.
Amor, J. S., Hervás, J. C., & Berenguer, S. A. (2021). Percepción de la marca en esports: evento grande y pequeño. In Deporte y regulación: nuevos escenarios y desafíos: actas del XI Congreso Iberoamericano de Economía del Deporte (pp. 319-322).…
Poulus, D., Coulter, T., Trotter, M., & Polman, R. (2021). Perceived stressors experienced by competitive esports athletes. International Journal of Esports.
Mubarak, K., Sadika, F., & Muttaqien, T. Z. (2022). Perancangan Meja Live Streaming Untuk Meningkatkan Efektivitas Live Streaming. eProceedings of Art & Design, 9(1).
Jalal, N. M., Amaliah, R., Wardhani, R. C. A., Rifqah, R., Muhammad, F., & Ajra, M. F. (2022). Pengaruh Strategi Ketangguhan Mental Terhadap Motivasi Berprestasi Atlet. Aksara: Jurnal Ilmu Pendidikan Nonformal, 8(2), 809-814.
Arkaan, D., & Kosasih, K. (2022). PENGARUH FENOMENA REAL MONEY TRADE TERHADAP KEPUTUSAN PEMBELIAN DAN IMPLIKASINYA TERHADAP KEPUASAN PELANGGAN VIRTUAL ITEM COUNTER-STRIKE: GLOBAL OFFENSIVE TAHUN 2021. Eqien-Jurnal Ekonomi dan Bisnis, 9(1), 371-377.
Kimpo, F. L. Q., Luna, J. R. C., Sabban, P. M. F., & Yap, J. K. D. (2022). PC video game industry: Analyzing the moderating effect of player types on the relationship between monetization offerings, challenge, social aspect, player expenditure, and…
Shields, D. (2011). Passion in eSports - A Flame that Never Goes Out. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 16–23). Norderstedt: Books on Demand GmbH.
Dagaev, D., & Stoyan, E. (2020). Parimutuel Betting on the eSports Duels: Evidence of the Reverse Favourite-Longshot Bias. Journal of Economic Psychology, 81, 102305.
Besombes, N. & Jenny, S. E. (2023). Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade. Palgrave Macmillan.
Välisalo, T., & Ruotsalainen, M. (2018). Overwatch: The Game, the eSports, and Transmedial User Practices. Proceedings of the Seminar on eSports, Exergaming, and Fantasy Leagues, University of Jyväskylä, Finland.
Apperley T. (2022) Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports. In: Ruotsalainen M., Törhönen M., Karhulahti VM. (eds) Modes of Esports Engagement in Overwatch. Palgrave Macmillan,…
Wirman, H., & Jones, R. (2022). Overwatch Fandom and the Range of Corporate Responses. In Modes of Esports Engagement in Overwatch (pp. 157-177). Palgrave Macmillan, Cham.
Taylor, N., & Hammond, R. (2018). Outside the Lanes: Supporting a Non-normative League of Legends Community. In T. Harper, M. Blythe-Adams & N. Taylor (Eds.), Queer Studies/Game Studies: Playing Out Binaries. New York: Palgrave-Macmillan.
Renner, M., & Taylor, N. (2021). Orienting eSports: Locating the perceptual and cultural work of shoutcasters. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
Kim, S., Lee, B., van Gemert, T., & Ouslavira, A. (2020). Optimal Sensor Position for a Computer Mouse. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA,…
Kwag, S., Lee, W. J., & Ko, Y. D. (2022). Optimal seat allocation strategy for e‐sports gaming center. International Transactions in Operational Research, 29(2), 783-804.
Rodriguez, H., Haag, M., Abner, S., Johnson, W., Glassel, A., Musselman, R., & Wyatt, R. (2016). OpTic Gaming: The Making of eSports Champions. Dey Street Books.
McLeod, C. M., Xue, H., & Newman, J. I. (2021). Opportunity and inequality in the emerging esports labor market. International Review for the Sociology of Sport.
Renovato de Araujo, I., & Porfírio Soares de Oliveira, F. (2017). ONLINPCS: From Olympics to Electrônics. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 71–78). Norderstedt: Books on Demand GmbH.
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.
Chee, F., & Smith, R. K. (2005). Online Gamers and the Ambiguity of Community: Korean Definitions of Togetherness for a New Generation. Internet Research Annual, 4. New York: Peter Lang.
Lelonek-Kuleta, B., & Bartczuk, R. P. (2021). Online Gambling Activity, Pay-to-Win Payments, Motivation to Gamble and Coping Strategies as Predictors of Gambling Disorder Among e-sports Bettors. Journal of Gambling Studies, published online 10 March…
Yee, Z. Y. (2022). Online esports competitive team finder web app with built-in tournament creator, custom lobby match-up and profile ratings based on participations and compliments (Doctoral dissertation, UTAR).
Rines, O. (2020). Online Community Bonds as a Method of Mitigating Toxicity in an Interactive Livestream. In Multidisciplinary Perspectives on Media Fandom (pp. 303-322). IGI Global.
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).…
Mattinen, T., & Macey, J. (2018, October). Online Abuse and Age in Dota 2. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 69-78).
Blamey, C. (2022). One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums. In Modes of Esports Engagement in Overwatch (pp. 31-47). Palgrave Macmillan, Cham.
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.
Dupuy, A., Campbell, M. J., Harrison, A. J., & Toth, A. J. (2024). On the necessity for biomechanics research in esports. Sports Biomechanics, 1–13. https://doi.org/10.1080/14763141.2024.2354440
Bonner, J., & Woodward, C. (2012). On Domain-specific Decision Support Systems for E-sports Strategy Games. Proceedings of the 24th Australian Computer-Human Interaction Conference, 42-51.
Zhang, C., & Liu, J. (2015). On crowdsourced interactive live streaming: a twitch. tv-based measurement study. In Proceedings of the 25th ACM workshop on network and operating systems support for digital audio and video (pp. 55-60).
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.
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).
Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement. Sport, Ethics and Philosophy, DOI: https://doi.org/10.1080/17511321.2021.1945669
Parshakov, P., Naidenova, I., Assanskiy, A., & Nesseler, C. (2022). Obesity and individual performance: the case of eSports. International Journal of Obesity, 1-9.
Zadtootaghaj, S., Barman, N., Schmidt, S., Martini, M. G., & Möller, S. (2018). NR-GVQM: A no reference gaming video quality metric. In 2018 IEEE International Symposium on Multimedia (ISM) (pp. 131-134). IEEE.
Ruberg, B., Cullen, A. L., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466-481.
Comerford, S. (2012). Note: International Intellectual Property Rights and the Future of Global ‘e-sports’. Brooklyn Journal of International Law, 37, 623-648.
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.
Bayliss, H. (2016). Not Just a Game: The Employment Status and Collective Bargaining Rights of Professional ESports Players. Washington and Lee Journal of Civil Rights ans Social Justice, 22(2), 359-409.
Zhuang, W., Yin, K., Zi, Y., & Liu, Y. (2020). Non-Invasive Brain Stimulation: Augmenting the Training and Performance Potential in Esports Players, brain sciences, 10(7), 454-467.
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.
Löffler, D., Giron, L., & Hurtienne, J. (2017). Night mode, dark thoughts: Background color influences the perceived sentiment of chat messages. In IFIP Conference on Human-Computer Interaction (pp. 184-201). Springer, Cham.
Roman, D. (2022). Next generation sport fandom: interrogating the complexities and opportunities of esports and digital fan engagement in the Australian context.
Pesa, A. R., Cicin-Sain, D., & Blazevic, T. (2017). New Business Model in the Growing E-Sports Industry. Proceedings of the 2nd International Conference “Business & Entrepreneurial Economics – BEE2017”, Brijuni, Croatia.
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. (2012). New Broadcasting Ways in IPTV - The Case of the Starcraft Broadcasting Scene. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 89–102). Norderstedt: Books on Demand GmbH.
Crecelius, A. R., & Hetrick, N. (2022). Neurocognitive Capabilities and Physiological Responses to Cognitive Stress as well as General Health and Fitness Measurements in Competitive Gamers versus Non-Gamers.
Kim, J., Jung, Y., Yeo, H., Ye, J., & Han, D. (2020). Neural-enhanced live streaming: Improving live video ingest via online learning. In Proceedings of the Annual conference of the ACM Special Interest Group on Data Communication on the…
Li, J., Mishra, D., & Seneviratne, A. (2020). Network traffic classification using wifi sensing. In Symposium on Modelling, Analysis, and Simulation of Computer and Telecommunication Systems (pp. 48-61). Springer, Cham.
Suschevskiy, V., & Marchenko, E. (2018). Network Analysis of Player Transfers in Esports: The Case of Dota 2. DGTS 2018: Digital Transformation and Global Society, 468–473.
Cullen, A. L., & Ruberg, B. (2019). Necklines and'naughty bits' constructing and regulating bodies in live streaming community guidelines. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1-8).
Migliore, L., & McGee, C. (2021). Neck and Back Disorders in Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 71-118). Cham: Springer.
Williams, D. P., Tutka, P., Gawrysiak, J., Jenny, S. E. (2021). NCAA e-sports 20XX: an analysis of radical innovation adoption through firm collaboration. International Journal Sport Management and Marketing.
Pizzo, A. D., Jones, G. J., Funk, D. C., & Hall, S. (2019). Navigating the Iron Cage: An Institutional Creation Perspective of Collegiate eSports, International Journal of Sport Management, 20, 171-197.
Ho, S. (2019). Nationalism in a Virtual World: A League of Legends Case Study. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 74–96). Norderstedt: Books on Demand GmbH.
Felczak, M. (2015). Narratives of Spectatorship: E-sports in Poland. In T. Bártek, J. Miškov & J. Švelch (Eds.), New Perspectives on Game Studies (pp. 109–124). Brno: Masaryk University.
Block, F., Hodge, V., Hobson, S., Sephton, N., Devlin, S., Ursu, M. F., … Cowling, P. I. (2018). Narrative Bytes: Data-driven Content Production in Esports (pp. 29-41). In TVX 2018 – Proceedings of the 2018 ACM International Conference on Interactive…
Verret, V. (2018). My Video Game Training Journal (Ultra Edition): An Activity Book for Aspiring Professional Players! Createspace Independent Publishing Platform.
Nan, D., Lee, H., Kim, Y., & Kim, J. H. (2022). My video game console is so cool! A coolness theory-based model for intention to use video game consoles. Technological Forecasting and Social Change, 176, 121451.
Hiltscher, D. (2010). My Slightly Confused Memories of CPL 2004. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 28–30). Norderstedt: Books on Demand GmbH.
Lee, B., Kim, S., Oulasvirta, A., Lee, J.-I., & Park, E. (2018). Moving Target Selection: A Cue Integration Model. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA,…
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).
Cabeza-Ramírez, L. J., Sánchez-Cañizares, S. M., & Fuentes-García, F. J. (2020). Motivations for the use of video game streaming platforms: The moderating effect of sex, age and self-perception of level as a player. International journal of…
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.
Schmidt, M., & Shreffler, M. (2015). Motivations for eSport Consumption: A Road Map for Traditional Sports Online Spectating. 2015 Sport Marketing Association Conference (SMA XIII).