Browse Items (1717 total)

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

Chen, Y. M. (2022). Talent Retention in E-sports Industry~ What Really Matters.

Inzitari, T., Lyons, B., & Al Islam, M. N. (2022). Predicting pick-ban sequence in League of Legends games.

Honkanen, N. (2022). Developing sports marketing in Finland: case: Urheiluverkosto. fi.

Välisalo, T., & Ruotsalainen, M. (2022). “Sexuality does not belong to the game”: Discourses in Overwatch Community and the Privilege of Belonging. Game Studies: the international journal of computer game research, 22(3).

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.

Surjadi, E. V., & Aryanto, B. (2022). Interjection by Commentators in Identity V E-Sports Tournament. Japanese Research on Linguistics, Literature, and Culture, 4(2), 104-113.

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.

Rowe, E. W. (2022). Spectatorship in the Age of Streaming: the Organization, Economics, and Technology of eSports (Doctoral dissertation, University of Colorado at Boulder).

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.

Mendoza, G., Bonilla, I., Chamarro, A., Jiménez, M., & Barcelona, V. (2022). Defining what an esports player is. A systematic review on the samples used in esports research.

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

Rightmire, Z. (2022). The Effects of Cardiovascular Exercise on eSport Performance (Doctoral dissertation, Auburn University).

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.

Demir, A. (2022). The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team. International Education Studies, 15(2), 130-137.

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.

Cai, L., Huang, Z., Feng, Q., Chang, X., & Yan, K. (2022). Co-Transformation of Digital Health and eSport in Metaverse: Moderating Effects of Digital Personality on Mental Health in Multiplayer Online Battle Arena (MOBA). International Journal of…

Reyes, D. (2022). The Cognitive, Behavioral, Affective, and Physiological Components of Social Cognition in Esports and Education.

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.

Singh, S. (2022). FIFA 2022 game analysis using machine learning & computer vision (Master's thesis, University of Twente).

Ma, X. (2022). Motivations for Mobile Esports Consumption under the Normalized COVID-19 Era in China.

Švec, O. (2022). Predicting Counter-Strike Game Outcomes with Machine Learning.

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.

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Conte, T. M. (2022). Apotheosis or Downfall: past, present, and future of sport and money through the Olympic Games and the European Super League.

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).

Jung, K. S. (2022). Assessment of the Utilization of Ergonomics in Collegiate Varsity Esports Programs (Doctoral dissertation, Ohio University).

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…

German, V. P. (2022). Increasing Practical Verbal Behavior in Esports Players.

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

Putri, F. F. S. (2022). Branding Team Xfg Esport.

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).

McCutcheon, C. (2022). eSport, work, sport and play: relationships and pathways to a new continuum model (Doctoral dissertation, Macquarie University).

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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…

Jia, W. (2022). Book Review: Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes.

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.

Kiser, C. (2022). Developing & Proposing an Esports Undergraduate Academic Program.

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.

Hong, S. J., & Lee, S. K. (2022, October). Detecting In-Game Play Event in Live Esports Stream. In 2022 13th International Conference on Information and Communication Technology Convergence (ICTC) (pp. 1929-1931). IEEE.

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

Quan, L., & Yoo, C. (2022). The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory. Journal of Korea Game Society, 22(1), 109-118.

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.

SCHOLZ, T. M., & NOTHELFER, N. (2022). Research for CULT Committee: Esports-Policy Recommendations.

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 &…

Terranova, C. D. (2022). Perceived Impact of Collegiate Esports on Students and the College (Doctoral dissertation, Wilmington University (Delaware)).

Paiva, L. P., Alves Evangelista, L. D. M., & Foloni, M. L. (2022). esports athletes in brazil: history and law. Gaming Law Review, 26(2), 90-97.

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.

Avgeropoulos, I. (2022). Promotion of Esports University.

Wang, Y., Zheng, X., & Fan, T. (2022, August). Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media. In 2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI) (pp.…

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.

Suggs, D. W. (2022). Organizing and Governing Collegiate Esports. In Understanding Collegiate Esports (pp. 106-120). Routledge.

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

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Helttunen, J. (2022). Effects of Sleep on Competitive Esports Performance-Case EXEN Esports.

Raphael, D. K., & Heng, P. H. (2022, April). Descriptive Study of eSports Viewership Motivation of Young Adulthood in Indonesia During The COVID-19 Pandemic. In 3rd Tarumanagara International Conference on the Applications of Social Sciences and…

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.

Giakoni, F., López, M., Segado, F., Manzanares, A., & Mínguez, J. (2022). An implicit research methodology to evaluate advertising effectiveness in Esports streaming based on viewers’ gaze, cognitive and emotional responses. SPORT TK-Revista…

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).

Hoffman, J. L., Pauketat, R., & Varzeas, K. A. (Eds.). (2022). Understanding Collegiate Esports: A Practitioner’s Guide to Developing Community and Competition. Taylor & Francis.

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.
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