Browse Items (202 total)

Nothelfer, N., & Seth E. Jenny, Seth E. & Besombes, N. (2024). Defining and Spelling Esports. Routledge Handbook of Esports, 6-18.

Richardson, A. (2024). Entering Cheat Codes or to Play True: Where is Anti-Doping going within Esports? . International Journal of Esports, 1(1). Retrieved from https://www.ijesports.org/article/144/html

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.…

Lefebvre, F., Besombes, N., & Chanavat, N. (2024). Analysis of the interactions among core stakeholders of the Olympic media ecosystem: conditions for a value creation proposition of the Olympic Virtual Series. Journal of Media Business Studies,…

V. Thiruchelvam and W. Bee Suan, "Recognizing Esports as a Sport from an Academic Perspective," 2022 IEEE International Conference on Distributed Computing and Electrical Circuits and Electronics (ICDCECE), Ballari, India, 2022, pp. 1-4, doi:…

Pérez Cortés, L. E. (2024). Literacies at play: Digital-age literacies in high school esports. In Literacies of the Esports Ecosystem (pp. 11–66). Brill.

Kartal, M. (2023). Career Opportunities and Threats in Esports.Mediterranean Journal of Sport Science (MJSS).

Richardson, A., Smith, P. and Berger, N. (2022). Zwift’s anti–doping policy: Is it open to cheating? International Journal of Esports.

Kartal, M. (2023). Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports and Health Sciences.

M. Nicholson, C. McNulty, T. Pavey, D. Poulus, C. Thompson, R. Robergs, V. Kelly (2023). Quantifying Physical Activity and Self-Determination towards Exercise among Esports Players. Journal of Science and Medicine in Sport.

Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S., Miljanovic, M., Strange, M., Taipalus, T., & Williams, J. P. (2021). Towards a Framework to Support the Design of Esports Curricula in Higher Education.…

Jenny, S. E., Chung, J., & Krause, J. M. (2022). Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention. Creative Commons.

Jenny, S. E. (2022). Track chair: Esports and education. Jönköping University.

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.

Baumann, A., Mentzoni, R. A., Erevik, E., & Pallesen, S. (2022). A qualitative study on Norwegian esports students’ sleep, nutritional and physical activity habits and the link to health and performance. International Journal of Esports

Nothelfer, N. & Trunk, D. (2022). Die Verletzung der Wettkampfintegrität im eSport durch Umgehen spielinterner Ranking-Systeme.

Nothelfer, N. (2022). Die Inkorporation des eSports in das deutsche Rechtssystem – Definition, rechtlicher Status Quo und Regelungsansätze.

Le Luan, N. T., & Nguyen Ba Long, K. (2022). eSports: from a competition to a billion-dollar industry: Tencent Ltd case study.

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

Singh, A. (2022). The rise of digital advertising in eSports: A case study on Twitch (Doctoral dissertation, The IIE).

Shain, K. S. (2022). Sowing the Seeds of Peace in the Public-Schools via Esports Gaming with Gamers For Peace.

Berndt, A., Helmefalk, M., & McCauley, B. (2022). Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’. In 5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022..

van Kempen, S. J., Van der Spek, E. D., & Wallner, G. (2022, October). The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players. In Entertainment Computing–ICEC 2022: 21st IFIP TC 14 International…

Lo, C. (2022). Defining Esports Student-Athletes and the Behaviors that Affect Academic Performance.

Bonkalo, T., Makeeva, V., Tsygankova, M., Rybakova, A., Aralova, E., & Plekhanova, E. (2022). Public attitudes to esports development based on the survey of university students and sports psychologists. Revista Conrado, 18(87), 346-351.

Torres-Toukoumidis, A., Marín-Gutiérrez, I., & Caldeiro, M. C. (2022). 7 Communication Experts’ Perspective on Esports. Esports and the Media, 104.

Borges, G., Sigiliano, D., & Costa, S. (2022). Comparative Study of the Transmedia Element in Esports: America, Europe, and Asia. In Esports and the Media (pp. 69-84). Routledge.

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

Joo, H. T., Lee, S. H., Bae, C. M., & Kim, K. J. (2023). Learning to automatically spectate games for Esports using object detection mechanism. Expert Systems with Applications, 213, 118979.

Xu, Y. (2023). The Evolving eSports Landscape: Technology Empowerment, Intelligent Embodiment, and Digital Ethics. Sport, Ethics and Philosophy, 1-13.

Ruotsalainen, M. (2022). Overwatch esports and the (re) configurations of gender and nationality. JYU dissertations.

Mikail, B. A. T. U., KOCAÖMER, C., Onur, T. O. S., & KOCAÖMER, N.,(2022). Understanding Motivational Factors Influencing Intention to Play Esports Games in Türkiye. TRT Akademi, 7(16), 1032-1051.

Birant, K. U., & Birant, D. (2022). Multi-Objective Multi-Instance Learning: A New Approach to Machine Learning for eSports. Entropy, 25(1), 28.

Bankova, K., & Nablsi, A. (2022). " Old-School" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective.

Hua, Y. T., Liu, K. Y., Huang, H. C., Rotherham, I. D., & Ma, S. C. (2023). Testing Variation in Esports Spectators’ Motivations in Relation to Consumption Behaviour. Sustainability, 15(3), 2028.

Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2022, January). Esports Sponsorships: The Double-Edged Sword Effect of Having a Very Vocal Audience. In Videogame Sciences and Arts: 12th International Conference, VJ 2020, Mirandela,…

Woerlein, A. H. (2022). Die rechtliche Zukunft der Online-Sportwette.

Wolbers, P. W. (2022). Posture as stress indicator in eSports (Bachelor's thesis, University of Twente).

Abed, A., & Rinkevic, K. (2022). How do esports actors perceive the Metaverse as a servicescape for esports: An interpretative phenomenological analysis: An exploratory study about the business opportunities and challenges in the Metaverse.

Nikkanen, M., & Tan, T. M. (2022). An investigation on the consumer demand and behavior in video game live streaming (Doctoral dissertation, Master Thesis). http://jultika. oulu. fi/files/nbnfioulu-202206142770. pdf (Erişim tarihi: 20 Ağustos 2022)).

Chow, L. (2022). Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future. Greenleaf Book Group.

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

Ioanitiu, L. (2022). Professional Players’ Rights and Obligations in Counter Strike: Global Offensive.

Krajník, J. (2022). “Hot hand” in Esports: Quiet Eye Does Not Generalize to Multiple Targets in a Computerized Task.

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).

Aallo, M. (2022). The fascination of virtual skins and consumers buying behaviour in Counter Strike Global Offensive.

Park, S. (2022). Psychosocial Factors Affecting Intention to Play Esports (Doctoral dissertation, Marshall University).

Ekdahl, D. (2022). Both Physical and Virtual: On Immediacy in Esports. Frontiers in Sports and Active Living, 4.

Hohlfeld, L. (2022). Gaming Communities.

Nolin, G. (2022). How franchised eSports brands can direct communications to different consumers.

Oksala, A. (2022). The importance of communication in esports: an ethnographic interview with a Finnish Counter-Strike: Global Offensive team.

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).

Smeekes, W. A. C. (2022). Social Media Content Marketing for Millennials, Generation Z, and the Esports Target Market.

Woolhouse, R. A. (2022). Validation of the diagnostic criteria of Internet Gaming Disorder in the DSM-V among the esports community (Doctoral dissertation, University of Surrey).

Lukkari, A. (2022). Effects of Caffeine on Performance in Esports.

Leis, O. Stress (2022), Psychophysiology, and Performance in Esports: From the Relevance of Research to Intervention Strategies.

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

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

Henry, C. (2022). Establishing a Conference Esports Program and Related Legal Issues: for Collegiate Esports. In Understanding Collegiate Esports (pp. 139-150). Routledge.

Machado, S., de Oliveira Sant'Ana, L., Cid, L., Teixeira, D., Rodrigues, F., Travassos, B., & Monteiro, D. (2022). Impact of victory and defeat on the perceived stress and autonomic regulation of professional eSports athletes. Frontiers in…

Ramírez, J. F. V., & Carrión, E. L. G. (2022). Live-Streaming Culture in the Esports Community. In Esports and the Media (pp. 35-51). Routledge.

Migliore, L. (2022). (E) sports Medicine on Campus. In Understanding Collegiate Esports (pp. 78-105). Routledge.

Trotter, M. G., Coulter, T. J., Davis, P. A., Poulus, D. R., & Polman, R. (2022). Examining the impact of school esports program participation on student health and psychological development. Frontiers in Psychology, 12, 1-12.

Thompson, J. (2022). The role of Twitch betting on gambling behaviours amongst esport spectators.

Pyun, H., Jang, W. E., Lee, G., Ryu, Y., Hwang, H., & Jeong, J. (2023). Determinants of Esports Highlight Viewership: The Case of League of Legends Champions Korea.

Choi, K. H. (2022). eSports Perception and Analysis of Differences among Deaf. The Journal of the Convergence on Culture Technology, 8(1), 245-252.

Tucker, J. C. (2022). A Study of Leadership Behaviors in Esports Contexts (Doctoral dissertation, Utah State University).

Akan, B. A. Y. R. A. K. D. A. R., Alin, L. A. R. İ. O. N., Işık, B. A. Y. R. A. K. T. A. R., & Pelin, A. V. C. I. (2022). The effects of esports on sleep: a systematic literature review. Ovidius University Annals, Series Physical Education &…

Kropachev, S. (2022). Guidebook for eSport fighting-game event planning: case Install 2022.

Bonkalo, T., Makeeva, V., Tsygankova, M., Rybakova, A., Aralova, E., & Plekhanova, E. (2022). Public attitudes to esports development based on the survey of university students and sports psychologists. Revista Conrado, 18(87), 346-351.

Suarez, D. (2022). Structure and Gaps of Esport Governance and Path for its Pursuit of Legitimacy Among Traditional Sports.

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.

Agrawal, M., & Upadhyay, A. K. (2022). Understanding esports industry and impact of Covid-19 on it: a review of literature. Cardiometry, (22), 371-376.

Camilleri, P. (2022). Esports: A New Frontier for Inclusion Through Competitive Game Engagement. In Inclusive Digital Education (pp. 293-309). Cham: Springer International Publishing.

Bisht, A., Sharma, H. K., & Choudhury, T. (2022). Effect of esports Among Students in COVID Era. In Micro-Electronics and Telecommunication Engineering (pp. 517-524). Springer, Singapore.

Vo, L. A. " Women in Esport: Exploring the overt and subtle barriers of women in Esports.

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.

Lai, W., Wang, W., & Li, F. (2022). The Impact of eSports Performance and Social Interaction on eSports Online Viewership and Viewer Experience.

Black, W. L., & Gray, K. L. (2022). Using Esports to Amplify Historically Black Colleges and Universities: Shifting the Narrative. In Understanding Collegiate Esports (pp. 21-32). Routledge.

Wearing, J. (2022). Online toxicity as violence in esports: a League of Legends case study (Doctoral dissertation, Macquarie University).

Kim, J., & Hwang, O. C. (2022). A study on the popularization of eSports: Focusing on the Awareness of Korean eSports Users and Policy. e 스포츠 연구: 한국 e 스포츠학회지, 4(2), 93-105.

Ferreira, R. G. S. S. (2022). The impact of esports sponsorship on shareholder wealth: an event study (Doctoral dissertation).

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.

Derval, D. (2022). Sense of Motion, eSports, and the Future of Entertainment. In The Right Sensory Mix (pp. 159-182). Springer, Berlin, Heidelberg.

Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).

Argilés, M., Quevedo-Junyent, L., & Erickson, G. (2022). Topical Review: Optometric Considerations in Sports Versus E-Sports. Perceptual and Motor Skills, 00315125211073401.

Yu, W. B., Beres, N. A., Robinson, R. B., Klarkowski, M., & Mirza-Babaei, P. (2022, April). Exploring Esports Spectator Motivations. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-6).

Sabtan, B. A. (2022). Human Factors in Esports: Investigating performance measures, coaching practices, and stress training in League of Legends (Doctoral dissertation, University of Waterloo).

Wolf, C., & Krämer, F. (2022). Women in Esports: A Qualitative Study on Shared Experiences of Women in the Esports Industry.

Wang, Z. (2022). The electric brain: new intelligent agents in esports.

Felczak, M. (2022). Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events. In Video Games and Comedy (pp. 233-250). Palgrave Macmillan, Cham.

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

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.

Sousa, B. A. M. (2022). Esports Penetration in the Global Market-Insertion in education sector.

Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M. (2022). “Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports. Frontiers in Sports and Active Living, 4.

Cardoso, A., & Almeida, V. (2022). The Virtual Meets the Real in Sports World: Is There a Circular Effect Between Traditional Sports and eSports Fan Identification?. Brazilian Business Review.

Tjønndal, A., Wågan, F. A., & Røsten, S. (2022). Social issues in esports: Current and emerging trends in research. Social Issues in Esports, 11-28.

Li, M., & Xiong, H. (2022). Virtual identities and women’s empowerment: the implication of the rise of female esports fans in China. Sport in Society, 1-23.

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

Stringfield, J. (2022). Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies.
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