Literature on esports

Esports grew exponentially in recent years and the topic becomes increasingly relevant in academic research. Therefore, the goal of this page is to create an extensive list of academic literature on esports. However, not only focused on research done in English but also other languages. This list is based on the initial literature list done by T.L. Taylor.

The list is curated by Nico Besombes, Mariano Bourgeois, J. Agustín Carrillo, Will Partin, Tobias Scholz, Lisa Völkel.

Last updated 14th October 2019

5th Annual Sports Law Symposium (University of Pennsylvania) bibliography lists a number of legal articles on esports. (http://scholarship.law.upenn.edu/cgi/viewcontent.cgi?article=1048&context=symposia)

Abad, J. E. (2015). Deportes Electrónicos: A un clic de distancia. 11° Congreso Argentino y 6° Latinoamericano de Educación Física y Ciencias, Universidad Nacional de La Plata. (http://sedici.unlp.edu.ar/bitstream/handle/10915/56683/Documento_completo.pdf-PDFA.pdf?sequence=1&isAllowed=y)

Abanazir, C. (2019). E-Sport and the EU: The View from the English Bridge Union. The International Sports Law Journal, 18 (3–4), 102–113, https://doi.org/10.1007/s40318-018-0139-6.

Abanazir, C. (2018). Institutionalisation in E-Sports. Sports, Ethics and Philosophy, 13 (2), 117–131, https://doi.org/10.1080/17511321.2018.1453538.

Abarbanel, B., & Johnson, M. R. (2018). Esports consumer perspectives on match-fixing: implications for gambling awareness and game integrity. International Gambling Studies, https://doi.org/10.1080/14459795.2018.1558451

Abrams, M. S. (2013). The Legal Status of Video Games: Comparative Analysis in National Approaches. (https://www.wipo.int/export/sites/www/copyright/en/activities/pdf/comparative_analysis_on_video_games.pdf)

Adams, J. L. (2016). Female Fighters: Perceptions of Femininity in the Super Smash Bros. Community. Press Start, 3 (1), 99-114.

Adamus, T.  (2012).  Playing Computer Games as Electronic Sport: In Search of a Theoretical Framing for a New Research Field. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 477–490). Berlin: Springer, https://doi.org/10.1007/978-94-007-2777-9_30.

Adamus, T. (2015). Organisation und Gestaltung von Lernprozessen in Computerspielen: eine Untersuchung am Beispiel der deutschen E-Sport-Szene (Doctoral Dissertation). Universität Duisburg-Essen, Duisburg-Essen.

Adinolf, S., & Turkay, S. (2018). Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365-372). ACM, https://doi.org/10.1007/978-94-007-2777-9_30.

Agha, B. (2015). League of Legends: Players and Esports (Master’s thesis). McMaster University: Hamilton.

Al Dafai, S. (2016). Conventions within eSports: Exploring Similarities in Design. Proceedings of 1st International Joint Conference of DiGRA and FDG. (http://www.digra.org/wp-content/uploads/digital-library/paper_249.pdf)

Algesheimer, R., Dholakia, U. M., & Gurau, C. (2011). Virtual Team Performance in a Highly Competitive Environment. Group & Organization Management, 36(2), 161–190. https://doi.org/10.1177/1059601110391251

Allard, R. (2017). Investir dans l’esport. Quels sont les facteurs clés qui font le succès d’un jeu esport (Mémoire de Master). Université Paris Sud, Paris.

Almeida, C. E. M., Correia, R. C. M., Eler, D. M., Olivete-Jr, C., Garci, R. E., Scabora, L. C., & Spadon, G. (2017). Prediction of winners in MOBA games. In Iberian Conference on Information Systems and Technologies, CISTI. https://doi.org/10.23919/CISTI.2017.7975774

Altenbach Berthod, R. (2017). L’hygiénisation du corps du joueur esportif et du gamer. Université de Lausanne.

Altenbach Berthod, R. (2018). Engagement émotionnel dans la pratique du jeu vidéo compétitif. Université de Lausanne.

Amazan-Hall, K., Chen, J. J., Chiang, K., Cullen, A. L. L., Deppe, M., Dormitorio, E., … Trammell, A. (2018). Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI. International Journal of Gaming and Computer-Mediated Simulations, 10(2), 71–80, https://doi.org/10.4018/IJGCMS.2018040104

Anderson, C. G., Tsaasan, A. M., Reitman, J., Lee, J. S., Wu, M., Steel, H., … Steinkuehler, C. (2018). Understanding esports as a STEM career ready curriculum in the wild. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 – Proceedings, https://doi.org/10.1109/VS-Games.2018.8493445

Anderson, M. (2018). Marketing Esports to the Masses: Testing the Efficacy of Positive Community-Curated Stimuli on Mitigating Negative Attitudes towards Esports. Master Thesis. University of York. https://zenodo.org/record/2538108#.XO2ev4hKguV

Andrews, D., & Ritzer, G. (2018). Sport and Prosumption. Journal of Consumer Culture, 18 (2), 356–373, https://doi.org/10.1177/1469540517747093.

Antón-Roncero, M., & García García, F. (2014). Deportes electrónicos. Una aproximación a las posibilidades comunicativas de un mercado emergente. Questiones publicitarias, 1 (19), 98–115, https://doi.org/10.5565/rev/qp.28.

Arnusch, F. (2015). Sportübertragung 2.0: das Publikum von eSport-Streams im deutschsprachigen Raum (Magisterarbeit). Universität Wien, Wien.

Ash, J. (2012). Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames. Environment and Planning A44 (1), 187–203, https://doi.org/10.1068/a44171.

Assuncao, C. (2018). Sportification of Professional Gaming: A Study on Gender and Technology. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Atalay, A., & Topuz, A.C. (2018). What Is Being Played in the World? Mobile eSport Applications. Universal Journal of Educational Research, 6(6), 1243-1251, https://doi.org/10.13189/ujer.2018.060615.

Ayar, H. (2018). Development of e-Sport in Turkey and in the World. International Journal of Science Culture and Sport, 6(1), 95-102, https://doi.org/10.14486/IntJSCS726.

Bacic, B., Meng, Q., & Chan, K. Y. (2017). Privacy Preservation for eSports: A Case Study Towards Augmented Video Golf Coaching System. 2017 10th International Conference on Developments in eSystems Engineering (DeSE) (pp. 169-174). Paris, https://doi.org/10.1109/DeSE.2017.34.

Baek, W., Park, A., Kim, J., & Jung, K. (2007). e-Sports Live: e-Sports Relay Broadcasting on Demand. In M. J. Smith & G. Salvendy (Eds.), Human Interface and the Management of Information. Interacting in Information Environments. Human Inferace 2007. Lecture Notes in Computer Science, vol 4558. Springer, Berlin, Heidelberg, pp. 685-693. https://doi.org/10.1007/978-3-540-73354-6_75

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

Baltezarević, R., & Baltezarević, B. (2018). The impact of video games on the formation of eSports. Physical Education and Sport, 16(1), 137-147.

Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2018). The Psychology of Esports: A Systematic Literature Review. Journal of Gambling Studies, 1-15, published online 05 March.

Bányai, F., Griffiths, M. D., Demetrovics, Z., & Király, O.  (2019). The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Comprehensive Psychatry, 94, 1-8.

Barnabe, F. (2014). Le speedrun: pratique compétitive, ludique ou créative? Trajectoire d’un détournement de jeu vidéo institué en nouveau game. Culture Numérique.

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.

Becka, L. (2019). Eventos de deportes electrónicos: Estudio de sus particularidades desde una perspectiva turística. Degree Thesis. Universidad Nacional de La Plata. (http://sedici.unlp.edu.ar/handle/10915/74158)

Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2017). Data preprocessing of eSport game records: Counter-strike: Global offensive. In DATA 2017 – Proceedings of the 6th International Conference on Data Science, Technology and Applications (pp. 269-276).

Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2018). Player performance evaluation in team-based first-person shooter esport. Communications in Computer and Information Science, 814, 154-175. https://doi.org/10.1007/978-3-319-94809-6_8

Benitah, S., & Gardon, L. (2017). L’esport peut-il devenir le sport 2.0 ? Mémoire de Master.

Berard, A., & Daigremont, C. (2016). Analyse des dynamiques organisationnelles à travers LoL. Master Thesis. EM Lyon.

Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. Dans Obœuf, A. (dir.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

Besombes, N. (2016a). Les jeux vidéo compétitifs au prisme des jeux sportifs : du sport au sport électronique. Sciences du jeu, (5).

Besombes, N. (2016b). Sport électronique, agressivité motrice et sociabilités (Doctoral dissertation, Université Paris Descartes, Sorbonne Paris Cité).

Besombes, N. (2018). Exécution et mindgame dans les jeux vidéo de combat. Les deux facettes de la vidéomotricité dans l’e-sport. Movement & Sports Sciences/Sciences et Motricité, 99, 19-34.

Besombes, N. (2018). Sport et e-sport. Une comparaison récurrente à déconstruire. Jurisport, 185, 19-23.

Besombes, N. (2018). The World of Esports – What You need to know. Sport intern

Besombes, N. (2019), Esports & Social Research. Retrieved from https://medium.com/@nicolas.besombes/esports-ecosystem-and-landscape-3dbbd653dc2c

Besombes, N., Bodenand, X., Louchart, S., Delestage, C.A., & Alvarez, J. (2017). Clubs de football et e-sport: analyse croisée des influences et des repositionnements économiques et techniques. Congrès de l’International Society of Sport Sciences in The Arab World (I3SAW), Current State and Future Perspectives, Stirling, Écosse, 24-27 Avril 2017.

Besombes, N., & Vansyngel, S. (2017). L’émiettement institutionnel de l’e-sport en France : une reconnaissance des pouvoirs publics malgré le désengagement du ministère des Sports. Biennale de l’Association Française de Sociologie (AFS), Sport et Pouvoir (RT 31), Université de Picardie Jules Verne, Amiens, 3-6 juillet 2017.

Blackburn, J., & Kwak, H. (2014, April). Stfu noob! predicting crowdsourced decisions on toxic behavior in online games. In Proceedings of the 23rd international conference on World wide web (pp. 877-888). ACM.

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 Experiences for TV and Online Video. https://doi.org/10.1145/3210825.3210833

Bo, L., Fa, H., & Yi, Y. (2010). Beijing E-Sports Industry Development Based on SWOT Analysis. In file.scirp.org. Retrieved from http://file.scirp.org/pdf/26-1.24.pdf

Boguslavskaya, V., Budnik, E., Azizulova, A., & Sharakhina, L. V. (2018). Cybersport community: Social structures transformation as a basis for intercultural dialogue. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 11193 LNCS, 300-311. https://doi.org/10.1007/978-3-030-01437-7_23

Boluk, S., & Lemieux, P. (2017). Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Video Games. Minneapolis: University of Minnesota Press.

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, (Densham 1991), 42-51. https://doi.org/10.1145/2414536.2414544

Bonny, J. W., & Castaneda, L. M. (2016). Impact of the Arrangement of Game Information on Recall Performance of Multiplayer Online Battle Arena Players. Applied Cognitive Psychology. DOI: 10.1002/acp.3234.

Bonny, J. W., Castaneda, L. M., & Swanson, T. (2016, May). Using an international gaming tournament to study individual differences in MOBA expertise and cognitive skills. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 3473-3484). ACM.

Borggrefe, C. (2018). eSport gehört nicht unter das Dach des organisierten Sports. German Journal of Exercise and Sport Research48(3), 447-450.

Borggrefe, C. (2018). Kommentar zu: Borchert, Schulke und Schneider (2018)„eSport: Vom Präfix zum Thema für den organisierten Sport!?“. German Journal of Exercise and Sport Research48(3), 456-457.

Borkowski, J. (2018). La femme dans l’esport : état des lieux de la mixité au travers du parcours des joueuses et joueurs compétitifs du jeu vidéo en France. Mémoire de MAster 2 Sociologie. Université de Rennes.

Bornemark, O. (2013). Success Factors for E-Sport Games. In S. Bensch & F. Drewes (Eds.), Proceedings of Umea’s 16th Student Conference in Computing Science USCCS 2013 (pp. 1-12). Umea: Umea University.

Borowy, M., & Jin, D. Y. (2013). Pioneering eSport: The experience economy and the marketing of early 1980s arcade gaming contests. International Journal of Communication, 7.

Borowy, M., & Jin, D. Y. (2016). Mega-Events and Globalization: Capital and Spectacle in a Changing World Order. London: Routledge.

Bosc, G., Kaytoue, M., Raïssi, C., Boulicaut, J.-F., & Tan, P. (2014). Mining balanced patterns in real-time strategy games. LIRIS Research Report. (Extended version of paper presented at European Conference on Artificial Intelligence– ECAI 2014.)

Bosc, G., Kaytoue, M., Raïssi, C., & Boulicaut, J. F. (2014, January). Fouille de motifs séquentiels pour l’élicitation de stratégies à partir de traces d’interactions entre agents en compétition. EGC, 14, 359-370.

Bosc, G., Tan, P., Boulicaut, J. F., Raïssi, C., & Kaytoue, M. (2015). A pattern mining approach to study strategy balance in RTS games. IEEE Transactions on Computational Intelligence and AI in Games, PP(99), 1-1. https://doi.org/10.1109/TCIAIG.2015.2511819

Bosser, A. G., & Nakatsu, R. (2006). Hardcore Gamers and Casual Gamers Playing Online Together. In Harper R., Rauterberg M., Combetto M. (Eds.) Entertainment Computing – ICEC 2006. ICEC 20.

Boudot, M., & Faure-Abbad, M. (2017). La qualification juridique de l’e-sport. Dans Rabu, G. & Reverchon-Billot, M. (dir.), Les enjeux juridiques de l’e-sport (23-24). Presses Universitaires d’Aix-Marseille.

Bowman, N. (2013). Facilitating game play: How others affect performance at and enjoyment of video games. Media Psychology, 16(1), 39-64.

Brannon, J. (2018). Are You Not Entertained: Considering the P-3 Visa as an Alternative Option for International Esports Professional Gamers. Arizona Law Review, 60(3), 753-781.

Brauer, J. T., & Van Wambeke-Long, J. H. (2014). Approaching Growth in E-Sports. Retrieved from https://digitalcommons.wpi.edu/cgi/viewcontent.cgi?article=2318&context=iqp-all

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. doi: 10.1016/j.chb.2015.09.041

Breuer, M. (2011). E-Sport – eine Markt- und ordnungsökonomische Analyse. vwh Verlag.

Breuer, M. (2012). E-Sport – Perspektiven aus Wissenschaft und Wirtschaft. vwh Verlag.

Brickell, A. (2017). Adressing integrity and regulatory risks in eSports: the responsibility of the whole eSports community. Gaming Law Review, 21(8), 603-609.

Brock, T. (2017). Roger Caillois and e-sports: On the problems of treating play as work. Games and Culture, 12(4), 321-329.

Brock, T., & Fraser, E. (2018). Is computer gaming a craft? Prehension, practice, and puzzle solving in gaming labour. Information, Communication & Society, 21(9), 1219-1233, published online 03 May.

Brown, K. A., Billings, A. C., Lewis, M., Bissell, K. (2018). Explicating the electricity of eSports: Motivations for play and consumption. In Bowman, N. (Ed.), Video games: A medium that demands our attention (pp. 178–192). New York, NY: Routledge.

Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. Intersections of Fandom in the Age of Interactive Media: eSports Fandom as a Predictor of Traditional Sport Fandom. Communication & Sport, 6(4), 418-435.

Brünnle, T. T. (2016). Teambildung in Onlinespielen. Retrieved from https://www.ssoar.info/ssoar/bitstream/handle/document/49292/ssoar-2016-brunnle-Teambildung_in_Onlinespielen.pdf?sequence=3&isAllowed=y&lnkname=ssoar-2016-brunnle-Teambildung_in_Onlinespielen.pdf

Burger, V., Pajo, J. F., Sanchez, O. R., Seufert, M., Schwartz, C., Wamser, F., … Tran-Gia, P. (2016). Load dynamics of a multiplayer online battle arena and simulative assessment of edge server placements. In Proceedings of the 7th International Conference on Multimedia Systems – MMSys ’16 (pp. 1-9). ACM Press. https://doi.org/10.1145/2910017.2910601

Burk, D. (2013). Owning e-Sports: Proprietary Rights in Professional Computer Gaming. University of Pennsylvania Law Review, 161, 1535-1578.

Burroughs, B., & Rama, P. (2015). The eSports Trojan horse: Twitch and streaming futures. Journal For Virtual Worlds Research, 8(2).

Burton, R., & Gawrysiak, J. (2017). Using eSports Efficiently to Enhance and Extend Brand Perceptions. 2017 Sport Marketing Association Conference (SMA XV)

Campbell, M., Toth, A., Moran, A., Kowal, M., & Exton, C. (2018). Esports: A New Window on Neurocognitive Expertise? Progress in Brain Research, 240, 161–174.

Candela, J., & Jakee, K. (2018). Can ESports Unseat the Sports Industry? Some Preliminary Evidence from the United States. Choregia14(2).

Canfield, B. (2017). Case Analysis: Gradually, Not Suddenly: Judge John C. Coughenour’s Crucial Role in the Legal Standing of Esports. Gaming Law Review-Economics Regulation Compliance and Policy, 21(8), 634-636. https://doi.org/10.1089/glr2.2017.2186

Canning, S., & Betrus, A. (2017). The Culture of Deep Learning in ESports: An Insider’s Perspective. Educational Technology, 57(2), 65–69. JSTORwww.jstor.org/stable/44430527.

Canossa, A., Witkowski, E., & Ozkaynak, D. (2015). Over-Lenient and Over-Aggressive Behaviors: Gender Play in League of Legends.

Carbonie, A., Guo, Z., & Cahalane, M. (2018). Positive Personal Development through eSports. PACIS 2018 Proceedings. 125. https://aisel.aisnet.org/pacis2018/125

Carlsson, C., & Pelling, A. (2015). Desining Spectator Interfaces for Competitive Video Games (Master’s thesis). Chalmers University of Technology, Gothenburg.

Carrillo-Vera, J. A. (2015). La dimensión social de los videojuegos ‘online’ de las comunidades de jugadores a los ‘e-sports’. Index. comunicación, 5(1), 39-51.

Carrillo-Vera, J. A. (2016). From players to viewers: the construction of the media spectacle in the e-sports context. In : J. Sánchez-Navarro ; A. Planells ; V. Navarro ; D. Aranda (coords). « Juego digital II ». Anàlisi. Quaderns de Comunicació i Cultura, 55, 1-16.

Carrillo-Vera, J. A., & Aguado-Terrón, J. M. (2019). The eSports Ecosystem: Stakeholders and Trends in a New Show Business. Catalan Journal of Communication & Cultural Studies, 11 (1), 3-22.

Carrillo-Vera, J. A., & Aguado-Terrón, J. M. (2016). Formas publicitarias adaptadas al nuevo escenario de los e-sports. In Libro de Actas del I Congreso Iberoamericano de Investigadores en Publicidad (126).

Carrillo-Vera, J. A., Aguado-Terrón, J. M., & Gómez-García, S. (2018). Following the Trail of eSports: The Multidisciplinary Boom of Research on the Competitive Practice of Video Games. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 10(4), 42-61.

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.

Carter, M., Gibbs, M., & Arnold, M. (2015). The demarcation problem in multiplayer games: Boundary-work in EVE Online’s eSport. Game Studies, 15(1). Retrieved from: http://gamestudies.org/1501/articles/carter

Carvalho, J. P. B. C. (2015). Business models in professional electronic sports teams (Thèse de Master). Universidade do Minho, Escola de Economia e Gestão.

Cavadenti, O., Codocedo, V., Boulicaut, J. F., & Kaytoue, M. (2015). When cyberathletes conceal their game: Clustering confusion matrices to identify avatar aliases. In Proceedings of the 2015 IEEE International Conference on Data Science and Advanced Analytics, DSAA 2015. https://doi.org/10.1109/DSAA.2015.7344824

Chalmet, X. (2017). Sponsorship within Esports: Examining the Sponsorship Relationship Quality Constructs. Masters Degree Project: University of Gothenberg.

Chan, D. (2012). Locating Play. In J. E. Lent & L. Fitzsimmons (Eds.), Asian Popular Culture (pp. 17-34). Lanham, MD: Lexington.

Chanson, R. (2017). Le guide de l’esport . Hors Collection, 174-183.

Chao, L. L. (2017). You Must Construct Additional Pylons. Building a Better Framework for Esports Governance. Fordham Law Review,86(2), 737-765.

Charleer, S., Et Al. (2018). Real-Time Dashboards to Support eSports Spectating. CHI PLAY ’18 Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, 59–71

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.

Chen Christensen, N. (2006). Geeks at play: Doing masculinity in an online gaming site. Reconstruction, 6.1 (Winter).

Cheong, H. Y., Choo, W. L., Lim, C. W., & Tin, T. (2017). Video Games and Its Economy Impact in Southeast Asia Country. International Journal of Advanced Scientific Research and Management, 2(1).

Cheung, G., & Huang, J. (2011). Starcraft from the stands: Understanding the game spectator. In CHI ’11 Proceedings of the 2011 annual conference on Human factors in computing systems, ACM, 763-772.

Choi, E.-Y. (2013). Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea. Retrieved from http://digitalrepository.unm.edu/educ_hess_etds/9

Choi, C. et al. (2017). A new approach via level of addiction in eSports: Investigating participation motives from a marketing perspective. 2017 Sport Marketing Association Conference (SMA XV).

Choi, C., Hums, M., & Bum, C. H. (2018). Impact of the family environment on juvenile mental health: eSports online game addiction and delinquency. International journal of environmental research and public health15(12), 2850.

Christophers, J., & Scholz, T. M. (2010). eSports Yearbook 2009. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2011). eSports Yearbook 2010. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2012). eSports Yearbook 2011/12. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2015). eSports Yearbook 2013/14. Norderstedt: Books on Demand GmbH.

Chulhwan, C., Hums, M. A., & Bum, C.-H. (2018). Impact of the Family Environment on Juvenile Health: eSports Online Game Addiction and Delinquency. International Journal of Environmental Research and Public Health, 15(12), 2850.

Coates, D., & Parshakov, P.  (2016). Team vs. Individual Tournaments Evidence from Prize Structure in eSports. BASIC RESEARCH PROGRAM WORKING PAPERS.

Comerford, S. (2012). Note: International intellectual property rights and the future of global ‘e-sports’. Brooklyn Journal of International Law, 37, 623.

Consalvo, M. (2007). Cheating. Gaining Advantage in Videogames. Cambridge, MA: MIT Press.

Consalvo, M., Mitgutsch, K., & Stein, A. (Eds.) (2013). Sports Videogames. New York, NY: Routledge.

Conway, S. (2010). It’s in the game’ and above the game. Convergence, 16(3), 334- 354.

Conway, S. (2016). An earthless world: the contemporary Enframing of sport in digital games. Sport, Ethics and Philosophy, 10(1), 83-96.

Cornière, C. (2018). Étude exploratoire de l’activité décisionnelle individuelle et collective d’une équipe experte de League of Legends en séquence de regroupement. Mémoire de Master 1 STAPS. Université de Bretagne.

Cottrell, C., McMillen, N., & Harris, B. S. (2018). Sport Psychology in a Virtual World: Considerations for practicioners working in esports. Journal of Sport Psychology in Action.

Crawford, G. (2005). Digital gaming, sport, and gender. Leisure Studies, 24(3), 259–270.

Crawford, G., & Gosling, V. K. (2009). More Than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26, 50–66.

Cullen, A. L. L. (2018). ‘I play to win!’: Geguri as a (post)feminist icon in esports. Feminist Media Studies, 18(5), 948-952.

Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport: Construct specifications and implications for sport management. Sport Management Review, 21(1), 1-6.

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