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
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.
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.
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
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.
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.
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.
Besombes, N., & Jenny, S. E. (2022). The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France. Jönköping University.
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.…
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).…
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…
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.
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.
Cairns, P., Power, C., Barlet, M., Haynes, G. (2019). Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies.
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,…
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).…
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
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…
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…
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…
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.
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.
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.
Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023). The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions. Emerald Publishing.
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…
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.
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.
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
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…
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.
Jenny, S. E., Chung, J., & Krause, J. M. (2022). Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention. Creative Commons.
Jenny, S. E., Gawrysiak, J., & Besombes, N. (2021). Current Landscape of Higher Education Performance
and Health-Related Esports Academic Programming. Association for Computing Machinery.
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
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.
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.
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…
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.
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.
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.
Krause, J. M., & Jenny, S. E. (2023). Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs. Sagamore Publishing.
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
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,…
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.
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.
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.
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.…
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.
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…
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.
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
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
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…
Rodrigues, E., & Filgueiras, E. (2020). eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship, International Conference on Human-Computer Interaction.
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.…
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.
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…
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.
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:…
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.
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.