Browse Items (82 total)

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.

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.

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…

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.

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

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

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.

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,…

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

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

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…

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…

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

Nothelfer, N., & Seth E. Jenny, Seth E. & Besombes, N. (2024). Defining and Spelling Esports. Routledge Handbook of Esports, 6-18.

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.

Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.

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.

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

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.…

Gerber, H. R. (2017). Esports and Streaming: Twitch Literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345.

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.

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.

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

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…

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.

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

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…

Johnson, M. R., & Woodcock, J. (2017). Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming. Thesis 11, 138(1), 26–45.

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,…

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.

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

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

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.

Postel, C. (2016). Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use. Hastings Law Journal, 68, 1169.

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…

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

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.

Wohn. D. Y., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture, 15(1). 73-88.

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…

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

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…

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

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.

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.

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.

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

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.

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

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

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.

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.

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…

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).…

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.

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:…

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.

Kim, J., & Kim. M. (2020). Spectator E-sport and Well-being through Live Streaming Services. Technology in Society, 63.

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

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.

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 &…

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

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…

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

Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813-823.

Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).

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.…

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.

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.

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

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.

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

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).…

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.

Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton: Princeton University Press.

Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.

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.

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.

Richardson, A., Smith, P. and Berger, N. (2022). Zwift’s anti–doping policy: Is it open to cheating? International Journal of Esports.
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