Browse Items (906 total)

Lefebvre, F., Djaballah, M., & Chanavat, N. (2020). The deployment of professional football clubs’ eSports strategies: a dynamic capabilities approach. European Sport Management Quarterly. Published online.

Behnke, M., Chwiłkowska, P., & Kaczmarek, L. D. (2021) What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? Entertainment Computing 37. Published online.

Behnke, M., Kosakowski, M., & Kaczmarek, L. D. (2020). Social challenge and threat predict performance and cardiovascular responses during competitive video gaming. Psychology of Sport and Exercise 46. Published online.

Behnke, M., Gross, J. J., & Kaczmarek, L. D. (2020). The role of emotions in esports performance. Emotion. Published online.

Lee, S., Bonnar, D., Roane, B., Gradisar, M., Dunican, I. C., Lastella, M., Maisey, G., & Suh, S. (2021). Sleep Characteristics and Mood of Professional Esports
Athletes: A Multi-National Study. International Journal of Environmental Research and…

Siutila, M., Karhulahti, V.-M., (2021) Continuous play: leisure engagement in competitive fighting games and taekwondo. Annals of Leisure Research. Published online.

Clark, N., Macdonald, B., & Kloo, I. (2020). Bayesian adjusted plus-minus analysis for the esport Dota 2. Journal of Quantitative Analysis in Sports 16(4), 325-341.

Hagiwara, G., Akiyama, D., Furukado, R. & Takeshita, S. (2020). A study on psychological training of eSports using digital games: Focusing on rhythm game. Journal of Human Sport and Exercise 15 (3proc), 495-503.

Hagiwara, G., Daisuke, A., & Takeshita, S. (2019). Examining effectiveness of e-sports activity in Japan. Journal of Human Sport and Exercise 14 (4proc). 1038-1045.

Stadtmann, G., Schöber, T. (2020). Fortnite: The Business Model Pattern Behind the Scene. Die Unternehmung (4). 426-444.

Stadtmann, G., Croonenbroeck, C., & Schöber, T. (2020). Der adjustierte Big-Mac-Index. Das Wirtschaftsstudium 49, 428-433.

Stadtmann, G., Moritz, K.-H., & Schöber, T. (2020). Price Differentiation in Video Games: A Closer Look at the Free-to-Play Segment. IUP Journal of Business Strategy 17 (2), 34-43.

Stadtmann, G., Moritz, K.-H., & Schöber, T. (2020). Product differentiation in video games: A closer look at Fortnite’s success. Discussion Paper No. 419.

Stadtmann, G., Pierdzioch, C., & Schöber, T. (2020). The LoP Game: BigMac versus Fortnite. Economics Bulletin.

Ståhl, M., Rusk, F. (2020). Player customization, competence and team discourse: exploring player identity (co)construction in Counter-Strike: Global Offensive. Game Studies 20(4).

Adams, M. (2020). Collective Bargaining Challenges in the Rise of Esports and Professional Video Gaming. Indiana Law Review, 53(2), 371-397.

Martin-Niedecken, A. L., Schättin, A. (2020). Let the Body'n'Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes. Frontiers in Psychology, 11.

Tween, D., Patel, A., de Fays, M.-M. (2020). Mandatory Commissions in the Distribution of Esports: Lifting the Veil on Antitrust Issues. The Licensing Journal, 40, 10-12.

Macedo, T., & Falcão, T. (2020). Like a Pro: Communication, Camaraderie and Group Cohesion in the Amazonian eSports Scenario. Entertainment Computing, 34, 100354.

Holden, J. T., Edelman, M., & Baker, T. A. (2020). A Short Treatise On Esports and the Law: How America Regulates Its Next National Pastime. University of Illinois Law Review, 2, 509-581.

Qian, T. Y., Zhang, J. J., Wang, J. J., & Hulland, J. (2020). Beyond the Game: Dimensions of Esports Online Spectator Demand. Communication & Sport, 8(6), 825-851.

Ridenhour, K. F. (2020). Traditional Sports and Esports: The Path to Collective Bargaining. Iowa Law Review, 4, 1857-1897.

Knight, H. R., Hartman, K. L., & Bennett, A. (2020). Gun Violence, eSports, and Global Crises: A Proposed Model for Sport Crisis Communication Practitioners. Journal of Global Sport Management, 5(2), 223-241.

Dagaev, D., & Stoyan, E. (2020). Parimutuel Betting on the eSports Duels: Evidence of the Reverse Favourite-Longshot Bias. Journal of Economic Psychology, 81, 102305.

Melentev, N., Somov, A., Burnaev, E., Strelnikova, I., Strelnikova, G., Melenteva, E., & Menshchikov, A. (2020). eSports Players Professional Level and Tiredness Prediction using EEG and Machine Learning. 2020 IEEE Sensors, 1-4.

Behnke, M., Chwiłkowska, P., & Kaczmarek, L. D. (2020). What Makes Male Gamers Angry, Sad, Amused, and Enthusiastic while Playing Violent Video Games?. Entertainment Computing, 100397.

Behnke, M., Kosakowski, M., & Kaczmarek, L. D. (2020). Social Challenge and Threat Predict Performance and Cardiovascular Responses During Competitive Video Gaming. Psychology of Sport and Exercise, 46, 101584.

Kriglstein, S., Wallner, G., Charleer, S., Gerling, K., Mirza-Babei, P., Schirra, S., & Tscheligi, M. (2020). Be Part Of It: Spectator Experience in Gaming and Esports. CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in…

Bascón-Seda, A., Rodríguez-Sánchez, A. R. (2020). Esports y ciencia: sintonizando con el fenómeno de los deportes electrónicos. Cultura, Ciencia y Deporte, 15(45), 341-352.

Abreu Freitas, B. D., Contreras-Espinosa, S. R., Pereira Correia, P. Á. (2020). Identifying the Pros, Cons and Tactics of eSports Sponsorships: An Integrative Literature Review. Comunicação Pública, 15(28),

Ibrahim, F., & Lewis, L. (2020). Just a Game? Adoption of Franchising in Esports. Franchise Law Journal, 39(3), 371-386.

Koposov, D., Semenova, M., Somov, A., Lange, A., Stepanov, A., & Burnaev E. (2020). Analysis of the Reaction Time of eSports Players through the Gaze Tracking and Personality Trait. 2020 IEEE 29th International Symposium on Industrial Electronics…

Frey, D. (2021). eSport und Recht: Handbuch. Baden-Baden: Nomos.

Naweed, A., Irwin, S. V., & Lastella, M. (2020). Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship'. Journal of Global Sport Management, 1-21.

Behnke, M., Gross, J. J., & Kaczmarek, L. D. (2020). The Role of Emotions in Esports Performance. Emotion.

Meng-Lewis, Y., Wong, D., Zhao, Y., & Lewis, G. (2020). Understanding Complexity and Dynamics in the Career Development of eSports Athletes. Sport Management Review.

Tjønndal, A., & Skauge, M. (2020). Youth Sport 2.0? The Development of eSports in Norway from 2016 to 2019. Qualitative Research in Sport, Exercise and Health, 1-18.

Huettermann, M., Trail, G. T., Pizzo, A. D., & Stallone, V. (2020). Esports Sponsorship: An Empirical Examination of Esports Consumers’ Perceptions of Non-Endemic Sponsors. Journal of Global Sport Management, 1-26.

Kartal, M. (2020). E-sports in Turkey within the Context of Globalization. Doctoral dissertation


Rabu, G. (2017). Loot Boxes : Le Côté Obscur de Star Wars Battle!ont II [Loot Boxes : The Darkside of Star Wars Battlefront II]. Cahiers de droit du sport, 49, 39-46.

Rabu, G., (2017). Les enjeux juridiques de l'e-sport [Esports Law Issues]. In G. Rabu, M. Reverchon-Billot, and F. Rizzo (Eds.), PUAM, 622.

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Rabu, G. (2018). Quel droit pour l'eSport? [Which Legal Regime for Esports]. Jurisport, 185, 26- 29.

Rabu, G. (2020). Les organisateurs de compétitions de jeux vidéo con!ontés au droit d'auteur des éditeurs [Video Game Competition Organizers Facing with Publisher Copyright]. Communication commerce électronique, 7-8, 13-18

Hedlund, D., Fried, G., & Smith, R. (Eds.). (2020). Esports Business Management. Human Kinetics: Champaign.

Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sciences, 10(11), 859.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. (2021). Boosting: Rank and Skill Deception in Esports. Entertainment Computing 36, 100393.

Webster, S. (2015). Game On: How I Became a Nintendo World Championships Finalist.

Tabak, L. (2014). In Real Life. Tuttle Publishing.

Snyder, D. (2017). Speedrunning: Interviews with the Quickest Gamers. McFarland.

Ocelote. (2015). Aquí Empiezan Tus Sueños: Alcanza El Éxito En Lo Que Te Propongas. Ediciones Martínez Roca.

García-Moreno, S., & Giner, Á. (2018). El Gran Libro de los Esports: Las Mejores Competiciones, Récords y Jugadores. Barcelona: Penguin Random House.

Rodríguez-Piñero, L. M. T. (2018). Principios Legales De Los Videojuegos De Los E-Sports. Madrid: Síntesis.

Pettman, K. (2018). Los Cracks de los eSports: Descubre los Secretos del Mundo de los Videojuegos Profesionales. ROCA EDIT.

Mieth, T. (2014). Abrufen zusätzlicher Informationen bei Videostreams im eSport: Entwicklung einer Möglichkeit zur Anzeige von zusätzlichen Informationen bei Übertragungen im Web. AV Akademikerverlag.

Schliée, M. (2011). Nutzungsforschung eSport: Motive der professionellen Nutzung von Video- und Computerspielen. VDM.

Lee, Z. (2013). eSport Mastery: Inner-Mechanics. CreateSpace Independent Publishing Platform.

Southard, L. (2013). eSport Mastery: Mental Tactics. CreateSpace Independent Publishing Platform.

Jankowski, M. (2018). The Modern Nerd's Guide to Esports. Gareth Stevens Publishing.

Finch, D. J., O'Reilly, N., Abeza, G., Clark, B., Legg, D. (2019). Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities. Hershey, PA: Business Science Reference.

Kane, M. (2009). Game Boys: Triumph, Heartbreak, and the Quest for Cash in the Battleground of Competitive Videogaming. London: Penguin.

Hu, K. (2019). The Human Behind the Controller: A Look Into the World of Competitive Smash Bros. and Esports.

Fabiszak, C. K. (2013). Team Ben: A Year as a Professional Gamer.

LaPorte, D. (2016). Esport Geek Life. Bouqinbec.

Ring, R. C. (2012). The Year in Starcraft II: 2011: The Ongoing Story of the World's Greatest Esport. Double Forge Publishing.

Leunens, S. (2009). The Antwerp eSports Festival: Bringing Electronic Sports to Belgium. VDM.

Verret, V. (2018). My Video Game Training Journal (Ultra Edition): An Activity Book for Aspiring Professional Players! Createspace Independent Publishing Platform.

Mooney, C. (2017). Inside the E-Sports Industry. Norwood House Press.

San, H. (2018). The History of ESPORTS. Independently Published.

Andrejkovics, Z. (2016). The Invisible Game: Mindset of a Winning Team. CreateSpace Independent Publishing Platform.

Teslenko, D. (2020). Against All Odds: The Way To Victory. Independently published.

Verret, V. (2018). High School Esports: An Activity Book for Players and Coaches. CreateSpace Independent Publishing Platform.

Goldberg, H. (2015). The League of Legends Experience: A Year Inside The Wild, Wonderful, Riotous World Of The Planet's Most Popular eSport. Harold Goldberg Publishing.

Richards, T., & Zywiol, J. (2015). E-Sport Investing Bible: What You Ought To Know To Make Serious Money By Betting Esports. CreateSpace Independent Publishing Platform.

Winnan, C. D. (2016). An Entrepreneur's Guide to the Exploding World of eSports: Understanding the Commercial Significance of Counter-Strike, League of Legends and DotA 2. The Borderland Press.

Banks, C. (2016). eSports Revolution: How Professional Gamers and Passionate Fans Set the Stage for a New Billion-Dollar Industry. Kindle Edition.

Zambrano, C. (n.d.). Esports: Your Introduction to Esports: How To Start Developing Your Skillset.

Shabir, N. (2017). Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space. Independently published.

Zambrano, C. (2014). Yout Introduction to Esports: How To Start Making Your Skills Tournament Worthy (Havok Book 1).

Sorensen, D., & Bernsen, M. (2019). Hjernen Bag Astralis. People's Press.

Fnatic & Diver, M. (2017). Challenger: Devenez un Champion de League of Legends. Michel Lafon.

Rodriguez, H., Haag, M., Abner, S., Johnson, W., Glassel, A., Musselman, R., & Wyatt, R. (2016). OpTic Gaming: The Making of eSports Champions. Dey Street Books.

Fnatic, & Diver, M. (2016). How To Be a Professional Gamer: An eSports Guide to League of Legends. Random House.

Andrejkovics, Z. (2018). A Newborn Business Esports: Discover the Industry Behind Professional Gaming. Independently published.

Chaloner, P. (2015). Talking Esports: A guide to becoming a world-class esports broadcaster.

Umehara, D. (2016). The Will to Keep Winning. Shogakukan Inc.

Chaloner, P. (2020). This is esports (and How to Spell it): An Insider's Guide to the World of Pro Gaming. Bloomsbury Sport.

Poinssot, M. (2017). Une vie de pro-gamer. Independently published.

Rogerie, A. (2019). In Esport We Trust. AFNIL.

Kim, B. (2016). Yellowstar: Devenez un champion de League of Legends. Paris: Éditions Albin Michel.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. J. (2021). Boosting: Rank and Skill Deception in esports. Entertainment Computing, 36.

Schwind, J. (2020). Sponsoring im eSport am Beispiel der ESL One. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 85–101). Wiesbaden: Springer Gabler.

Nothelfer, N., & Schlotthauer, P. (2020). (e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 49–78). Wiesbaden: Springer…

Lauff, M. (2020). eSport im traditionellen Sportverein. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 161-174). Wiesbaden: Springer Gabler.

Kanz, J. (2020). eSport-Engagements von Fußball-Landesverbänden. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 175–191). Wiesbaden: Springer Gabler.

Hintermüller, M., & Horky, T. (2020). eSport und Medien: Warum ist oder sollte eSport für traditionelle Medien ein Thema sein? In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 143–160). Wiesbaden: Springer Gabler.

Hebbel-Seeger, A., & Pelc, M. S. (2020). eSport im politischen Diskurs. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 215–229). Wiesbaden: Springer Gabler.

Grotz, M., & Breuer, M. (2020). Die mediale Rezeption des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 123–141). Wiesbaden: Springer Gabler.

Görlich, D., & Breuer, M. (2020). Elektronischer Sport - Historische Entwicklung und aktuelle Fragestellungen. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 1–20). Wiesbaden: Springer Gabler.

Flato, C. (2020). Kommunikation im eSport. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 79–83). Wiesbaden: Springer Gabler.

Falk, F., & Puppe, M. (2020). eSports in Deutschland: Eine Betrachtung aus Perspektive des game - Verband der deutschen Games-Branche e.V.. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 33–48). Wiesbaden:…
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