Browse Items (674 total)

Cote, A. (2020). Gaming sexism: Gender and identity in the era of casual video games. New York: NYU Press.

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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…

Hayday E. J., Collison, H., & Kohe, G. Z. (2020). Landscapes of Tension, Tribalism and Toxicity: Configuring a Spatial Politics of Esport Communities, Leisure Studies, published online before print.

Schlotthauer, P. (2020). Besonderheiten bei der Gestaltung des eSport-Sponsoringvertrags. Nomos. (The Specifics of Drafting an Esports Sponsorship Agreement).

Nielsen, R. K. L., & Hanghøj, T. (2019). Esports Skills are People Skills. In L. Elbæk, G. Majgaard, A. Valente, & S. Khalid (Eds.), Proceedings of the 13th European Conference on Games-Based Learning (ECGBL-2019) (pp. 535-542). Academic Conferences…

Hayday, E. J., & Collison, H. (2020). Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces. Social Inclusion, 8(3), 197-208.

Aghey, C. (2020). Integration of eSports in the Structure of Ifs: Disruption or Continuity? The International Sports Law Journal, 1-6.

Fischer, P. (2019). Gemeinnützige Förderung der Allgemeinheit durch e-Sport. Recht der Jugend und des Bildungswesens, 67(4), 365-376

Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. GamiFIN Conference 2020, 1-10.

Kordyaka, B., Hribersek, S., Kruse, B., & Niehaves, B. (2020). Understanding Brand Loyalty – The Case of the eSports Consumer from a Relationship Quality Perspective. GamiFIN Conference 2020, 1-11.

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. GamiFIN Conference 2020, 1-11.

Felczak, M. (2020). Local eSports Media Analyzed Through the Circuit of Culture Framework: Onet-RAS Case Study. GamiFIN Conference 2020, 1-11.

Zendle D. (2020). Beyond Loot Boxes: A Variety of Gambling-Like Practices in Video Games are Linked to Both Problem Gambling and Disordered Gaming. PeerJ, 8. 1-26.

Stephens, C., & Exton, C. (2020). Balancing Intransitive Relationships in MOBA Games Using Deep Reinforcement Learning. International Conferences Interfaces and Human Computer Interaction.

DiFrancisco-Donogue, J., Werner, W. G., Douris, P., & Zwibel, H. (2020). Esports Players, Got Muscle? Competitive Video Game Players’ Physical Activity, Body Fat, Bone Mineral Content, and Muscle Mass in Comparison to Matched Controls. Journal of…

Zhao, Y., & Lin, Z. (2020). Umbrella Platform of Tencent eSports Industry in China. Journal of Cultural Economy, 1-17.

Tang, T., Kucek, J., & Toepfer, S. (2020). Active Within Structures: Predictors of Esports Gameplay and Spectatorship. Communication & Sport, 1-21.

Qian, T. Y., Wang, J. J., Zhang, J. J., & Holland, J. (2020). Fulfilling the Basic Psychological Needs of Esports Fans:
A Self-Determination Theory Approach. Communication & Sport, 1-25.

Rogers, R., Farquhar, L., & Mummert, J. (2020). Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League. Communication & Sport, 1-20-

Lin, Z., & Zhao, Y. (2020). Self-Enterprising eSports: Meritocracy, Precarity, and Disposability of eSports Players in China. International Journal of Cultural Studies, 23(4), 582-599.

Partin, W. C. (2020). Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms. Social Media + Society, 6(3). 1-12

Ke, X., & Wagner, C. (2020). Global Pandemic Compels Sport to Move to Esports: Understanding from Brand Extension Perspective, Managing Sport and Leisure, 1-6.

Rodrigues, E., & Filgueiras, E. (2020). eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship, International Conference on Human-Computer Interaction.

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.

Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari. J. (2020). Does Esports Spectating Influence Game Consumption? Behaviour & Information Technology, 1-17.

Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., Douris, P., Zwibel, H., & DiFrancisco-Donoghue, J. (2020). Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming, Frontiers in Psychology, 11, 1-6.

Jan, W. W., Kim, K. A., & Byon, K. K. (2020). Social Atmospherics, Affective Response, and Behavioral Intention Associated With Esports Events, Frontiers in Psychology, 11, 1-11

Hulaj, R., Nyström, M. B. T., Sörman, D. E., Backlund, C. Röhlcke, S., & Jonsson, B. (2020). A Motivational Model Explaining Performance in Video Games, Frontiers in Psychology, 11, 1-12

Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H. (2020). Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports. Frontiers in Psychology, 11, 1-15.

Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology, 11, 1-9.

Leis, O., & Lautenbach, F. (2020). Psychological and Physiological Stress in Non-Competitive and Competitive Esports Settings: A Systematic Review. Psychology of Sport & Exercise, 51, 1-14.

Hayduk, T. M. (2020). Kickstart My Market: Exploring an Alternative Method of Raising Capital in a New Media Sector. Journal of Media Business Studies, 1-24.

Matuszewski, P., Dobrowolski, P., & Zawadzki, B. (2020). The Association Between Personality Traits and eSports Performance. Frontiers in Psychology, 11, 1-5.

Yang, Y. (2020). Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements.

Taylor, N. T. (2015). Now You're Playing with Audience Power: The Work of Watching Games. Critical Studies in Media Communication, 33(4), 293-307

Szablewicz, M. (2016). A Realm of Mere Representation? ‘Live’ e-Sports Spectacles and the Crafting of China’s Digital Gaming Image. Games and Culture, 11(3), 256-274.

Szablewicz, M. (2011). From Addicts to Athletes: Participation in the Discursive Construction of Digital Games in Urban China. In Selected Papers of Internet Research, IR 12.0 conference.

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

Swalwell, M. L. (2009). LAN Gaming Groups: Snapshots from an Australasian Case Study, 1999–2008. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 117–136). Oxon, UK: Routledge

Svelch, J. (2019). Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming. Media, Culture & Society, 1-19.

Sutantio, Y. E., Poedjioetami, E., & Widjajanti, W. W. (2019). eSport Building Design Role In Introducing Its Activities. IPTEK Journal of Proceedings Series, (6).


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.

Summerley, R. (2020). The Development of Sports. A Comparative Analysis of the Early Institutionalisation of Traditional Sports and E-sports. Games and Culture, 15(1), 51-72.

Ström, P., & Ernkvist, M. (2018). The Korean Online Game Wave – Development Within the Experience Economy. In A. Scupola & L. Fuglsang (Eds.), Services, Experiences and Innovation – Integrating and Extending Research (pp. 316-334). Cheltenham: Edward…

Streubel, A. (2010). Female Teams im eSport: Re-Konstruktion der Kategorie Geschlecht.

Stoll, A. (2010). Killerspiele als Sportgerät? Zur Funktionalisierung von Gewalt im eSport. AugenBlick. Marburger Hefte zur Medienwissenschaft, (46), 36-53.

Stoll, A. (2009). “Killerspiele” oder E-Sport. vwh Verlag.

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


Stepanov, A., Lange, A., Khromov, N., Korotin, A., Burnaev, E., & Somov, A. (2019). Sensors and Game Synchronization for Data Analysis in eSports. ArXiv.

Steltenpohl, C. N., Reed, J., & Keys, C. B. (2018). Do Others Understand Us? Fighting Game Community Member Perceptions of Others’ Views of the FGC. Global Journal of Community Psychology Practice, 9(1), 1- 21.

Steinkuehler, C. (2020). Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play. Games and Culture, 15(1), 3-8.

Stein, V., & Scholz, T. M. (2016). Sky is the Limit. Esports as Entrepreneurial Innovator for Media Management. Interdisciplinarity in Social and Human Sciences, 5, 622-631.

Stein, V., & Scholz, T. M. (2016). The Intercultural Challenge of Building the European eSports League. In C. Barmeyer & P. Franklin (Eds.), Case Studies in Intercultural Management: Achieving Synergy from Diversity (pp. 80-94). London: Palgrave.

Stein, A., Mitgusch, K., & Consalvo, M. (2013). Who are Sports Gamers? A Large Scale Study of Sports Video Game Players. Convergence, 19(3), 345-363.

Stein, A. (2012). Indie Sports Games: Performance and Performativity. Loading… The Journal of the Canadian Game Studies Association, 7(11), 61-77.

Stald, G. (2001). Meeting in the Combat Zone: Online Multi-player Computer Games as Spaces for Social and Cultural Encounters. In Proceedings of Association of Internet Researchers Conference, ed. Leslie Shade. Minneapolis, USA.

Stahlke, S., Robb, J., & Mirza-Babei, P. (2018). The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator Experiences. International Journal of Gaming and Computer-Mediated Simulations, 10(1), 42-62.

Spitzer, M. (2019). E-Sport – Lobbyismus versus Gemeinnützigkeit und Gesundheit. Nervenheilkunde, 38(04), 157-168.

Soumokil, G. (2009). The Rising World of e-Sports: The Revelation of the Unknown World of e-Sports and its Influences on the Western Society. Facta Universitas. Series: Physical Education and Sport, 16(1), 137-147.

Song, Y. (2016). Real-Time Video Highlights for Yahoo Esports. 1st NIPS Workshop on Large Scale Computer Vision Systems (LSCVS 2016), Barcelona, Spain.

Söderin, J. (2017). Feature Development for eSports Broadcasts With a Focus on the Intermission Between Matches. KTH, Stockholm.

Snavely, T. L. (2014). History and Analysis of eSport Systems. Master's Thesis. University of Texas, Austin.


Smithies, T. D., Toth, A. J., Conroy, E., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Life After Esports: A Grand Field Challenge. Frontiers in Psychology, 11, 1-5.

Smith, M. J., Birch, P. D. J., & Bright, D. (2019). Identifying Stressors and Coping Strategies of Elite eSports Competitors. International Journal of Gaming and Computer-Mediated Simulations, 11(2), 22-39.

Smith, A. (2018). Why Intel Is Betting on eSports and Virtual Reality. PC Magazine, November, 9-12.

Smerdov, A., Burnaev, E., & Somov, A. (2019). eSports Pro-Players Behavior During the Game Events: Statistical Analysis of Data Obtained Using the Smart Chair. ArXiv.

Slacek Brlek, A. S. (2014). Inside the Mind of the Machine: an Exploratory Study of Street Fighter IV Players. Teorija in Praksa, 51(1), 59-71.

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.

Skouroliakos, L., Halkiopoulos, C., Gkintoni, E., & Antonopoulo, H. (2017). Psychological Affect of e-Sports in e-Marketing via Computational Methods. In 5 th International Conference on Contemporary Marketing Issues ICCMI June 21-23, 2017…

Skoglund, P.-I. (2018). Good Game, Well Played: A Ethnographic Study of Collegiate Esport in Southern California. Master’s Thesis. University of Bergen, Bergen.

Sjöblom, M., Hassan, L., Macey, J., Törhönen, M., & Hamari, J. (2018). Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? In Proceedings of the International Conference on Social Media & Society,…

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.

Siutila, M. & Havaste, E. (2018). “A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit, in Proceedings of the 2018 DIGRA International Conference.

Siutila, M. (2018). European Esports: a Peek into National Scenes. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Siutila, M. (2018). The Gamification of Gaming Streams. Proceeding of the 2nd GamiFIN Conference, Pori, Finland, 131-140.

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


Shaw, A. (2013). E-Sport Spectator Motivation. Master's Thesis. George Mason University, VA.

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.

Seula, R., Amaro, M., & Fragoso, S. (2018). Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer. DIGRA

Seo, Y., & Jung, S.-U. (2016). Beyond Solitary Play in Computer Games: the Social Practices of eSports. Journal of Consumer Culture, 16(3), 635-655.

Seo, Y. (2016). Professionalized Consumption and Identity Transformations in the Field of eSports. Journal of Business Research, 69(1), 264-272.

Seo, Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management, 29(13-14), 1542-1560.

Şentuna, B., & Kanbur, D. (2016). What Kind of an Activity is a Virtual Game? A Postmodern Approach in Relation to Concept of Phantasm by Deleuze and the Philosophy of Huizinga. Sport, Ethics and Philosophy, 10(1), 42-50.

Sell, J. (2015). E-Sports Broadcasting. Master’s Thesis. MIT, Cambridge, MA

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.

Scozzafava, A. (2017). E-sports: Analysis of the Supply Chain and its Evolution. Master's Thesis. Politecnico Milano.

Schulze, U. (2016). “Wir finden für jeden das passende Paket”: Interview mit Ulrich Schulze, Vice President Pro Gaming bei der ESL, über die Entwicklung des eSports und die Möglichkeiten für Sponsoren, sich in dem jungen und zukunftsträchtigen Markt…

Schulke, H.-J., & Wendeboern, T. (2018). Aufklärung, was sonst!? Das Märchen vom E-Sport. SportZeiten: Sport in Geschichte, Kultur und Gesellschaft, 18(3), 7-32.

Schürmann, V. (2019). Am Fall eSport: Wie den Sport bestimmen? Von Merkmalen und Grundideen. German Journal of Exercise and Sport Research, 49, 472-481.

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

Scholz, T. M., & Stein, V. (2017). Going Beyond Ambidexterity in the Media Industry: Esports as Pioneer of Ultradexterity. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 47-62.

Scholz, T. M., & Stein, V. (2017). Juxtaposing Transduction and Transtraction: Pugging in International Virtual Teams. Palabra Clave, 20(3), 788-804.

Scholz, T. M. (2020). Deciphering the World of eSports. International Journal on Media Management, 22(1), 1-12.

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

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.

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

Schöber, T., & Junge, J. (2020). eSports Leitfaden 2020: Grundlagenwissen für jedermann. Institut für Ludologie. Flying Kiwi Media.

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

Schöber, T., & Junge, J. (2020). eSports Mosaik: Einführung in die vielfältigen Aspekte des eSports. Institut für Ludologie. Flying Kiwi Media.

Schöber, T. (2018). Bildschirm-Athleten: Das Phänomen e-Sports. Norderstedt: Books on Demand.


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