Esports & Streaming
Title
Esports & Streaming
Collection Items
The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor
American Journal of Play. (2020). The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor. American Journal of Play, 12(2), 107-116.
Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique
Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.
Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch
Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In DIS2020, July 06-10, Eindhoven, Netherlands.
The eSports Trojan Horse: Twitch and Streaming Futures
Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).
To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers
Gandolfi, E. (2016). To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers, Plays and Audiences. Journal of Gaming & Virtual Worlds, 8(1), 63-82.
Esports and Streaming: Twitch Literacies
Gerber, H. R. (2017). Esports and Streaming: Twitch Literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345.
What is eSports and Why do People Watch it?
Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.
Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media
Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.
Social Motivations of Live-streaming Viewer Engagement on Twitch
Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.
Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming
Johnson, M. R., & Woodcock, J. (2017). Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming. Thesis 11, 138(1), 26–45.
‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv
Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv. Information, Communication and Society, 22(3), 336-351.
Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use
Postel, C. (2016). Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use. Hastings Law Journal, 68, 1169.
Watch Me Play: Twitch and the Rise of Game Live Streaming
Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton: Princeton University Press.
Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China
Recktenwald, D., & Yiwei, D. (2016). Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China. In Proceedings of 3rd Annual Chinese DIGRA Conference.
Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices
Witkowski, E., & Manning, J. (2019). Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices. Convergence The International Journal of Research into New Media Technologies, 1–17.
Live Streaming, Playing, and Money Spending Behaviors in eSports
Wohn. D. Y., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture, 15(1). 73-88.
The Affective Labor and Performance of Live Streaming on Twitch.tv
Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813-823.
Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming
Karhulahti, V.-M. (2016). Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming. In Proceedings of the First International Joint Conference of DiGRA and FDG, 1–5 August 2016. Dundee, Scotland: Digital Games Research Association…
The Key to Key Presses: eSports Game Input Streaming and Copyright Protection
Kelly, S. M., & Sigmon, K. A. (2018). The Key to Key Presses: eSports Game Input Streaming and Copyright Protection. Interact Entertain Law Review, 1(1), 2–16.
Does Streaming Esports Affect Players’ Behavior and Performance
Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.
On Becoming “Like eSports” Twitch as a Platform for the Speedrunning Community
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.
Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users
Sjöblom, M., & Hamari, J. (2016). Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users. Computers in Human Behavior, 75, 985-996.
Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming
Svelch, J. (2019). Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming. Media, Culture & Society, 1-19.
Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements
Yang, Y. (2020). Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements.
eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship
Rodrigues, E., & Filgueiras, E. (2020). eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship, International Conference on Human-Computer Interaction.
and Spectatorship, International Conference on Human-Computer Interaction.
Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms
Partin, W. C. (2020). Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms. Social Media + Society, 6(3). 1-12
Why am I Watching? Capturing the Interplay of Social and Technological Aspects of Online Live Streaming
Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I Watching? Capturing the Interplay of Social and Technological Aspects of Online Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 199-209.
Understanding the What and How of Successful Social Live Streaming
Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.
Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast
Jang, W. W., Byon, K. K., Baker, T. A., & Tsuji, Y. (2020). Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast, Sport, Business and Management, published online…
The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape
Ahn, J., Collis, W., & Jenny, S. (2020). The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/15/html
Spectator E-sport and Well-being through Live Streaming Services
Kim, J., & Kim. M. (2020). Spectator E-sport and Well-being through Live Streaming Services. Technology in Society, 63.
Nationalism in a Virtual World: A League of Legends Case Study
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.
Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types
Ma, S.-C., Byon, K. K., Jang, W., Ma, S.-M., & Huang, T.-N. (2021). Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types. Sustainability, 13, 4164.
Promoting Within Sport: An Exploration of Creativity in Traditional, Extreme and Esports Contexts
Devereux, L., Raggiotto, F., Scarpi, D. and Moretti, A. (2021). Promoting Within Sport: An Exploration of Creativity in Traditional, Extreme and Esports Contexts. In: Pantano, E. (Ed.), Creativity and Marketing: The Fuel for Success (pp. 19-32).…
The “big red bull” in the esports room: Anti-doping, esports, and energy drink
In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments…
Let’s Watch Live Streaming: How Streamer Credibility Influences Brand Attitude in Esports Streamer Marketing
This study explores if and how perceived Esports streamer credibility influences the audience’s attitude toward the brand endorsed by the streamer. Results from a survey
conducted with US adults (N = 277) show the significant and positive…
conducted with US adults (N = 277) show the significant and positive…
eSports: the need for a structured support system for players
This study investigates the roles and responsibilities of eSports stakeholders in ensuring eSports players’ health and wellbeing through the following research questions: (1) What are the roles and responsibilities of different stakeholders in…
Coordinating teamplay using named locations in a multilingual game environment - Playing esports in an educational context
This study investigates the video game play of a multiplayer firstperson shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all…
“Starting from scratch to looking really clean and professional”: how students’ productive labor legitimizes collegiate esports
This article analyzes the relationship between student productive labor, or the creation of media content like podcasts or graphic designs, and the institutionalization of collegiate esports. Through 19 semi-structured interviews with students and…
The Impact of Actor Engagement on the Business Models of Video Game Developers
The aim of this study is to examine the impact of actor engagement, defined as an actor’s voluntary contribution of resources that go beyond the actual transaction/exchange, on the business model concept in the context of the digital media industry.…
The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions
Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023). The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions. Emerald Publishing.
A qualitative study on Norwegian esports students' sleep,
nutritional and physical activity habits and the link to health and
performance
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
Physical Exercise and Performance in Esports Players: An Initial Systematic Review
McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Journal of Electronic Gaming and Esports.
Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade
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.
A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction.
Jenny, S. E., & Pastore, R. (2023). A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction. Elsevier.
Track chair: Esports and education
Jenny, S. E. (2022). Track chair: Esports and education. Jönköping University.
Game on: A cross-sectional study on gamers’ mental health, Game patterns, physical activity, eating and sleeping habits
Catarina N. Matias, Joana Cardoso, Margarida L. Cavaca, Sofia Cardoso, Rita Giro, João Vaz, Pedro A. Couto, Artemisa Rocha Dores, Tiago B. Ferreira, G.M. Tinsley, Filipe J. Teixeira (2023). Game on: A cross-sectional study on gamers’ mental health,…
The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France
Besombes, N., & Jenny, S. E. (2022). The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France. Jönköping University.
Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs
Krause, J. M., & Jenny, S. E. (2023). Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs. Sagamore Publishing.
Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention
Jenny, S. E., Chung, J., & Krause, J. M. (2022). Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention. Creative Commons.
Leveling Up Esports Health: Current Status and Call to Action
Schary, D. P., Jenny, S. E., & Koshy, A (2022). Leveling Up Esports Health: Current Status and Call to Action. International Journal of Esports.
Current Landscape of Higher Education Performance
and Health-Related Esports Academic Programming
Jenny, S. E., Gawrysiak, J., & Besombes, N. (2021). Current Landscape of Higher Education Performance
and Health-Related Esports Academic Programming. Association for Computing Machinery.
and Health-Related Esports Academic Programming. Association for Computing Machinery.
Esports.edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula
Jenny, S., Gawrysiak, J., & Besombes, N. (2021). Esports.edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula. International Journal of Esports.
Towards a Framework to Support the Design of Esports Curricula in Higher Education
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.…
NCAA e-sports 20XX: an analysis of radical innovation adoption through firm collaboration
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.
Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy
Jenny, S. E., Krause, J. M., & Armstrong, T. (2021). Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy. Human Kinetics
eSports Venues: A New Sport Business Opportunity
Jenny, S. E., Keiper, M. C., ^Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues: A New Sport Business Opportunity. Journal of Applied Sport Management.
Quantifying Physical Activity and Self-Determination towards Exercise among Esports Players
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.
Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities
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.
Zwift’s anti–doping policy: Is it open to cheating?
Richardson, A., Smith, P. and Berger, N. (2022). Zwift’s anti–doping policy: Is it open to cheating? International Journal of Esports.
Perceptions of Cheating and Doping in E-Cycling
Richardson, A., Berger, N. and Smith, P. (2023). Perceptions of Cheating and Doping in E-Cycling.
Career Opportunities and Threats in Esports
Kartal, M. (2023). Career Opportunities and Threats in Esports.Mediterranean Journal of Sport Science (MJSS).
Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt.
Klose, S., Schöber, T. (2023). Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt. Meyer & Meyer Verlag.
Strukturen und Facilities: Infrastruktur, Stakeholder, Ausstattung und Räumlichkeiten im elektronischen Sport
Schöber, T., Haut, N., Stahl, D., Baulig, C., Baur, P., Felgendreher, L., Franke, A., Gower, J., Schult, J., Weichert, N. (2024). Strukturen und Facilities: Infrastruktur, Stakeholder, Ausstattung und Räumlichkeiten im elektronischen Sport. Meyer &…
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture
Anderson, S. L., & Schrier, K. (Kat). (2022). Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture. Games and Culture, 17(2), 179-197.
Designing for Disability: Evaluating the State of Accessibility Design in Video Games
Brown, M., & Anderson, S. L. (2021). Designing for Disability: Evaluating the State of Accessibility Design in Video Games. Games and Culture, 16(6), 702-718.
Future design of accessibility in games: A design vocabulary
Cairns, P., Power, C., Barlet, M., Haynes, G. (2019). Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies.
“It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities
Baltzar, P., Hassan, L., Turunen, M. (2023). “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities in Journal of Electronic Gaming and Esports.
Factors influencing the intentions of people with disabilities to participate in e-sports: An application of the theory of planned behavior
Lee, Y. H., Shin, W., & Cho, H. (2023). Factors influencing the intentions of people with disabilities to participate in e-sports: An application of the theory of planned behavior. International Journal of Sports Science & Coaching
Literacies at Play: Digital-age literacies in high school esports
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.
Fighting Corruption in Esports. Towards Good Governance in Light of Integrity, Transparency and Neutrality
Shinohara, T. (2023). Fighting Corruption in Esports. Towards Good Governance in Light of Integrity, Transparency and Neutrality. In: Gilardi, F., Martin, P. (eds) Esports in the Asia-Pacific. Palgrave Series in Asia and Pacific Studies. Palgrave…
Chapter 31: Corporate social (ir-)responsibility - CSR in esports: a strategic bridge to sport for development?
Rintämaki, J., Jane Hayday, E., & Loat, R. (2023). "Chapter 31: Corporate social (ir-)responsibility - CSR in esports: a strategic bridge to sport for development?". In Handbook of Sport and International Development. Cheltenham, UK: Edward Elgar…
Recognizing Esports as a Sport from an Academic Perspective
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:…
Analysis of the interactions among core stakeholders of the Olympic media ecosystem: conditions for a value creation proposition of the Olympic Virtual Series
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,…
On the necessity for biomechanics research in esports
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
A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence
Ho, W.K., Sum, K.W.R. & Tang, D. A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence. Curr Psychol (2024). https://doi.org/10.1007/s12144-024-05997-4
ESPORT: Electronic Sports Professionals Observations and Reflections on Training
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.…
MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY
Filotrani, L. (2023). MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY. PhD Thesis London South Bank University School of Arts and Creative Industries…
Issues and Threats to the Integrity of Esports
Richardson, A., Tjønndal, A., Demetrovics, Z., & Bates, G. (2024). Issues and threats to the integrity of esports. Performance Enhancement & Health, 12(3), 100297. doi:10.1016/j.peh.2024.100297
Entering Cheat Codes or to Play True: Where is Anti-Doping going within Esports?
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
Defining and Spelling Esports
Nothelfer, N., & Seth E. Jenny, Seth E. & Besombes, N. (2024). Defining and Spelling Esports. Routledge Handbook of Esports, 6-18.
Transitioning From Traditional Sport to Esport:
Exploring Sport Psychology Practitioners’ Experiences
Brain, J., Quartiroli, A., & Wagstaff, C. R. (2024). Transitioning From Traditional Sport to Esport: Exploring Sport Psychology Practitioners’ Experiences. The Sport Psychologist (published online ahead of print 2024).…
Esports Training, Periodization, and Software—A Scoping Review
Białecki, A. & Michalak, B, & Gajewski, J. (2024). Esports Training, Periodization, and Software—A Scoping Review. Applied Sciences. 14. 10.3390/app142210354.
Charting the Scientific Landscape of Esports
Charting the scientific landscape of esports, Castro, Leonardo C., 2024, idrottsforum.org
The examination of the commitment to sports and athlete sleep behaviour of esports players
Karakuş, K., Cevahircioğlu, B., Apaydın, N. (2021). The examination of the commitment to sports and athlete sleep behaviour of esports players. The Journal of International Anatolia Sport Science, 6(3), 50-64. DOI: 10.5505/jiasscience.2022.25744
The examination of relationship between e-sports players’ the athlete identities and effective communication levels
Karakuş, K. (2022). The examination of relationship between e-sports players’ the athlete identities and effective communication levels. Mediterranean Journal of Sport Science, 5(2), 241-253. DOI: 10.38021/asbid.1117316