Browse Items (1761 total)

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.

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

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.

Cairns, P., Power, C., Barlet, M., Haynes, G. (2019). Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies.

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.

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.

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 &…

F. Santini, R. Pettinelli (2023). Technological innovation and labor law. Beetween 'sport' and 'entertainment': the e-sports. University of Bologna.

Klose, S., Schöber, T. (2023). Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt. Meyer & Meyer Verlag.

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

Richardson, A., Berger, N. and Smith, P. (2023). Perceptions of Cheating and Doping in E-Cycling.

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.

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.

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

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.

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., Gawrysiak, J., & Besombes, N. (2021). Esports.edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula. International Journal of Esports.

Jenny, S. E., Gawrysiak, J., & Besombes, N. (2021). Current Landscape of Higher Education Performance
and Health-Related Esports Academic Programming. Association for Computing Machinery.

Schary, D. P., Jenny, S. E., & Koshy, A (2022). Leveling Up Esports Health: Current Status and Call to Action. International Journal of Esports.

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

Krause, J. M., & Jenny, S. E. (2023). Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs. Sagamore Publishing.

Besombes, N., & Jenny, S. E. (2022). The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France. Jönköping University.

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,…

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

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.

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.

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.

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

Bach, D. (2023). Urheber- und kartellrechtliche Grenzen für Publisher im E-Sport. Springer Wiesbaden.

Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023). The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions. Emerald Publishing.

Nothelfer, N. (2023). eSportler, Sozialversicherung. Stichwort-Kommentar zum eSport-Recht, 447-454.

Nothelfer, N. (2023). Gewerkschaft. Stichwort-Kommentar zum eSport-Recht, 526-534.

Nothelfer, N., & Klaus, S. (2023). Visum. Stichwort-Kommentar zum eSport-Recht, 1038-1040.

Nothelfer, N., & Klaus, S. (2023). Immigration. Stichwort-Kommentar zum eSport-Recht, 557-575.

Nothelfer, N., & Klaus, D. (2023). Einreise. Stichwort-Kommentar zum eSport-Recht, 391.

Nothelfer, N., & Klaus, D. (2023). Aufenthalt. Stichwort-Kommentar zum eSport-Recht, 121-123.

Nothelfer, N., & Klaus, D. (2023). Arbeitserlaubnis. Stichwort-Kommentar zum eSport-Recht, 38-39.

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.

Lange, S. M. (2022). E-Sport im Fernsehen-Eine Analyse der Chancen eines neuen Themenfelds bei deutschen Fernsehsendern.

Zhang, J. (2022). Understanding Personal Motivation between Willingness to Participate in E-sports and Potential Consumption (Doctoral dissertation).

Roman, D. (2022). Next generation sport fandom: interrogating the complexities and opportunities of esports and digital fan engagement in the Australian context.

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.

Le, D. Q. (2022). Application of digitalization and technology in developing digital marketing for the e-sports industry in Vietnam.

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.
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