Browse Items (1774 total)

Leis, O., Raue, C., Dreiskämper, D., & Lautenbach, F. (2021). To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports. German Journal of Exercise and Sport Research,…

Leith, A. P. (2021). Parasocial cues: The ubiquity of parasocial relationships on Twitch. Communication monographs, 88(1), 111-129.

Lelonek-Kuleta, B., & Bartczuk, R. P. (2021). Online Gambling Activity, Pay-to-Win Payments, Motivation to Gamble and Coping Strategies as Predictors of Gambling Disorder Among e-sports Bettors. Journal of Gambling Studies, published online 10 March…

Leon, M., Hinojosa-Ramos, M. V., León-Lopez, A., Belli, S., López-Raventós, C., & Florez, H. (2022). eSports Events Trend: A Promising Opportunity for Tourism Offerings. Sustainability, 14(21), 13803.

Leonard, D. (2008). To the White Extreme in the Mainstream: Manhood and White Youth Culture in a Virtual Sports World. In M. D. Giardina & M. K. Donnelly (Eds.), Youth Culture and Sport (pp. 91-112). New York, NY: Routledge.

Lessel, P., & Altmeyer, M. (2017). Tabletop Game Meets Live-Streaming: Empowering the Audience.

Lessel, P., Altmeyer, M., & Krüger, A. (2018). Viewers' perception of elements used in game live-streams. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 59-68).

Lessel, P., Altmeyer, M., Hennemann, M., & Krüger, A. (2019). HedgewarsSGC: A Competitive Shared Game Control Setting. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Lessel, P., Mauderer, M., Wolff, C., & Krüger, A. (2017). Let's play my way: Investigating audience influence in user-generated gaming live-streams. In Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online…

Lessel, P., Vielhauer, A., & Krüger, A. (2017). Expanding video game live-streams with enhanced communication channels: A case study. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 1571-1576).

Lessel, P., Vielhauer, A., & Krüger, A. (2017). CrowdChess: A System to Investigate Shared Game Control in Live-Streams. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 389-400).

Leunens, S. (2010). A Year of Belgian eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 77–82). Norderstedt: Books on Demand GmbH.

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

Li, J., Mishra, D., & Seneviratne, A. (2020). Network traffic classification using wifi sensing. In Symposium on Modelling, Analysis, and Simulation of Computer and Telecommunication Systems (pp. 48-61). Springer, Cham.

Li, L., Uttarapong, J., Freeman, G., & Wohn, D. Y. (2020). Spontaneous, Yet Studious: Esports Commentators’ Live Performance and Self-Presentation Practices. Proceedings of the ACM on Human-Computer Interaction, Article 103.

Li, M., & Xiong, H. (2022). Virtual identities and women’s empowerment: the implication of the rise of female esports fans in China. Sport in Society, 1-23.

Li, R. (2017). Good Luck Have Fun: The Rise of Esports. New York, NY: Skyhorse.

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Li, Y., Kou, Y., Lee, J. S., & Kobsa, A. (2018). Tell me before you stream me: Managing information disclosure in video game live streaming. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.

Liaw, C. M., & Dai, B. R. (2020). Live Stream Highlight Detection Using Chat Messages. In 2020 21st IEEE International Conference on Mobile Data Management (MDM) (pp. 328-332). IEEE.

Lim, C. N., Goh, Y. N., Isa, S. M., Thurasamy, R., & Suki, N. M. (2022). A Bibliometric Review on Esports Participation: View from Malaysia. Journal of Entrepreneurship, Business and Economics, 10(2), 139-171.

Lim, S. H. (2018). Electronic Football Participation vs. Traditional Football Engagements in Korea. Research in Dance and Physical Education, 2(1), 1-15.

Lin, C. Y., & Chen, H. S. (2019). Personalized channel recommendation on live streaming platforms. Multimedia Tools and Applications, 78(2), 1999-2015.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Lin, G. Y., Wang, Y. S., Wang, Y. M., & Lee, M. H. (2021). What drives people's intention toward live stream broadcasting. Online Information Review.

Lin, X., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts

Lin, Z., & Zhao, Y. (2020). Self-Enterprising eSports: Meritocracy, Precarity, and Disposability of eSports Players in China. International Journal of Cultural Studies, 23(4), 582-599.

Lin, Z., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts, published online 19 Oct. 2021, https://doi.org/10.1080/02560046.2021.1986731.

Lin, Z., & Zhao, Y. (2020). Self-enterprising eSports: Meritocracy, precarity, and disposability of eSports players in China. International Journal of Cultural Studies, 23(4), 582-599.

Lipovaya, V. (2019). Esports: Opportunities for Future Ergonomic Studies. Advances in Intelligent Systems and Computing, 824, 1937–1948.

Lipovaya, V., Lima, Y., Grillo, P., Barbosa, C. E., Souza, J. M., & Duarte, F. J. (2018). Coordination, Communication, and Competition in eSports: A Comparative Analysis of Teams in Two Action Games. In Proceedings of the 16th European Conference on…

Liu, Y. W., Lin, C. Y., & Huang, J. L. (2015, June). Live streaming channel recommendation using HITS algorithm. In 2015 IEEE International Conference on Consumer Electronics-Taiwan (pp. 118-119). IEEE.

Liu. S., Claypool, M., Kuwahara, A., Scovell, J., & Sherman, J. (2021). Comparing the Effects of Network Latency versus Local Latency on Competitive First Person Shooter Game Players. EHPHCI '21, May 8, 2021, Virtual Conference.

Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sports, Ethics and Philosophy, 11(4), 464–476.

Lo, C. (2022). Defining Esports Student-Athletes and the Behaviors that Affect Academic Performance.

Lo, C. C. W. Y. (2018). When all you have is a banhammer: the social and communicative work of Volunteer moderators (Doctoral dissertation, Massachusetts Institute of Technology).

Löffler, D., Giron, L., & Hurtienne, J. (2017). Night mode, dark thoughts: Background color influences the perceived sentiment of chat messages. In IFIP Conference on Human-Computer Interaction (pp. 184-201). Springer, Cham.

Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of eSports as a Commercial Activity. Problems and Perspectives in Management, 16 (1), 207-213.

London, T. M., Crundwell, J., Eastley, M. B., Santiago, N., & Jenkins, J. (2019). Finding effective moderation practices on Twitch. Digital Ethics: Rhetoric and Responsibility in Online Aggression, 51-68.

Lopez Frias, F. J. (2016). The Defining Components of the Cyborg: Cyborg-athletes, Fictional or Real? Sport, Ethics and Philosophy, 10(1), 97-111.

Lopez Frias, F. J., & Perez Trivino, J. L. (2016). Will Robots Ever Play Sports. Sport, Ethics and Philosophy, 101, 67-8.

Lopez-Gonzalez, H., & Griffiths, M. (2016). Understanding the Convergence of Markets in Online Sports Betting. International Review for the Sociology of Sport, 53(7), 807–823.

Lopez, C., Pizzo, A. D., Gupta, K., Kennedy, H., & Funk, D. C. (2021). Corporate Growth Strategies in an Era of Digitalization: A Network Analysis of the National Basketball Association’s 2K League Sponsors. Journal of Business Research, 133,…

Lopez, J. (2016). Le développement de l’eSports confronté au cadre juridique actuel. Master’s Thesis. Université Paris 1 Sorbonne, Paris.

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Loures, T. C., Fernandes, G. L., Araújo, F. G., Martins, K. S., & de Melo, P. O. V. (2020). StinkyCheese: Chat-Based Model for Subscription Classification. In ChAT@ PKDD/ECML.

Low-Kam, C., C. Raïssi, M. Kaytoue, & Pei, J. (2013). Mining Statistically Significant Sequential Patterns. ICDM2013

Lowood, H. (2007). It’s not Easy Being Green: Real-time Game Performance in Warcraft. In B. Arkins & T. Krzywinska (Eds.), Videogame/Player/Text (pp. 83-100), Manchester: Palgrave.

Lowood, H. Forthcoming. ‘Beyond the Game’: The Olympic Ideal and Competitive e-Sports. In D. Thomas & J. Fouts (Eds.), Play and Politics: Games, Civic Engagement, and Social Activism.

Lu, Z. (2016). From E-Heroin to E-Sports: The Development of Competitive Gaming in China. The International Journal of the History of Sport, 33(18), 2186-2206.

Lu, Z. (2022). Forging a Link between Competitive Gaming, Sport and the Olympics: History and New Developments. The International Journal of the History of Sport, 1-19.

Luján, C. E. M. (2017). Ergonomics and Videogames: Habits, Diseases and Health Perception of Gamers. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 95–116). Norderstedt: Books on Demand GmbH.

Lukkari, A. (2022). Effects of Caffeine on Performance in Esports.

Luo, Y., Hutchinson, J., O’Connell, C., & Sha, Y. (2022). Reciprocal effects of esport participation and mental fatigue among Chinese undergraduate students using dynamic structural equation modeling.

Lytle, C., Ramsey, P., Yeo, J., Dressen, T., Kang, D. H., Harger, B. B., & Hammer, J. (2020). Toward live streamed improvisational game experiences. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 148-159).

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, H., Wu, Y., & Wu, X. (2013). Research on Essential Difference of E-sport and Online Game. Informatics and Management Science V, Lecture Notes in Electrical Engineering 208.

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MA, R., GUI, X., & KOU, Y. (2022). Esports Governance: An Analysis of Rule Enforcement in League of Legends.

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.

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

Maass, S. (2010). Talk with Muhamed Jamil Eid. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 31–35). Norderstedt: Books on Demand GmbH.

Esports, espetáculo e materialidades: reflexões sobre a prática profissional
durante a pandemia de covid-19 (Esports, Spectacle and Materiality thoughts about the professional activity during the covid-19 pandemic) (2021) Macedo, M., Fragoso, S.…

Macedo, T. (2019). Like a Pro: Dinâmicas Sociais do e-Sport na Amazônia. Programa de Pós-Graduação em Comunicação

Macedo, T. & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 45, 246-267.

Macedo, T. & Falcão, T. (2019). Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario. In: Zagalo, N., Veloso, A., Costa, L., Mealha, Ó. (Eds.), Videogame Sciences and Arts. VJ 2019 (pp. 150-165),…

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

Macedo, T., & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 246-267.

Macedo, T., & Falcão, T. (2019). Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario. In International Conference on Videogame Sciences and Arts (pp. 150-165). Springer, Cham.

Macedo, T., & Fragoso, S. (2021). Esports, espectáculo e materialidades: reflexoes sobre a prática profissional durante a pandemia de covid-19 (Esports, Spectacle and Materiality thoughts about the professional activity during the covid-19 pandemic).…

Macedo, T., & Fragoso, S. (2019). Geografias dos Esports: mediações espaciais da prática competitiva na Amazônia (Esports Geographies: Spatial Mediations of Competitive Practice in the Amazon). Revista Logos, 26(2),…

Macedo, T., & Fragoso, S. (2019). Geografias dos Esports: mediações espaciais da prática competitiva na Amazônia//Esports Geographies: Spatial Mediations of Competitive Practice in the Amazon. Logos, 26(2), 106-123.

Macedoa T., Falcãob T. (2019). Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario. Entertainment Computing (34). Elsevier.

Macey J., Bujić M. (2022) The Talk of the Town: Community Perspectives on Loot Boxes. In: Ruotsalainen M., Törhönen M., Karhulahti VM. (eds) Modes of Esports Engagement in Overwatch. Palgrave Macmillan, Cham.

Macey, J., & Hamari, J. (2018). Investigating Relationships Between Video Gaming, Spectating eSports, and Gambling. Computers in Human Behavior, 80, 344-353.

Macey, J., & Hamari, J. (2019). eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour Associated with Emergent Forms of Gambling. New Media & Society, 21(1), 20–41.

Macey, J., Abarbanel, B., & Hamari, J. (2020). What Predicts eSports betting? A Study on Consumption of Video Games, eSports, Gambling and Demographic Factors. New Media & Society, 1-25.

Macey, J., Hamari, J., Sjöblom, M., & Törhönen, M. (2021). Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans. In Proceedings of the 5th International GamiFIN Conference, GamiFIN…

Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari, J. (2020). Does esports spectating influence game consumption?. Behaviour & Information Technology, 1-17.

Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari. J. (2020). Does Esports Spectating Influence Game Consumption? Behaviour & Information Technology, 1-17.

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…

Machado, S., Sant’Ana, L. D. O., Travassos, B., & Monteiro, D. (2022). Anodal Transcranial Direct Current Stimulation Reduces Competitive Anxiety and Modulates Heart Rate Variability in an eSports Player. Clinical Practice and Epidemiology in Mental…

Machado, S., Travassos, B., Teixeira, D. S., Rodrigues, F., Cid, L., & Monteiro, D. (2021). Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review. Environmental Research and Public…

Macheda, N. (2015). Échec, frustration et induction d’émotions complexes dans les jeux en ligne multijoueur. Le cas de League of Legends. Master's Thesis. Université de Lorraine.

Mackrodt, B. (2017). Team Play – Was Counter Strike-Spielern bei virtueller Teamarbeit gelingt und was nicht. Wiesbaden: Springer.

Mah, J. (2011). A Decade of eSports: The Asian Perspective. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 8–15). Norderstedt: Books on Demand GmbH.

Mah, J. (2011). The Globe of eSports: Our Cultures, Our Worlds. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 62–70). Norderstedt: Books on Demand GmbH.

Mahendeta, I. G. M. G. (2022). Analisis Following to Likes Ratio Tiktok Pada 5 Esport Terbaik di Indonesia.

Maher, B. (2016). Can a Video Game Company Tame Toxic Behaviour? Nature, 531(7596), 568-571.

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Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Maldonado-Murciano, L., Guilera, G., Montag, C., & Pontes, H. M. (2022). Disordered gaming in esports: Comparing professional and non-professional gamers. Addictive Behaviors, 132, 107342.

Malik, P. (2019). Esports: A Competitive Electronic Sports. International Journal of Yogic, Human Movement and Sports Science, 4(1), 87-90.

Mallari, K., Williams, S., & Hsieh, G. (2021). Understanding Analytics Needs of Video Game Streamers. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Mandryk, R. L., & Birk, M. V. (2019). The Potential of Game-based Digital Biomarkers for Modeling Mental Health. JMIR Mental Health, 6(4).

Mangeloja, E. (2019). Economics of Esports. Electronic Journal of Business Ethics and Organization Studies, 24(4), 34-42.

Mao, E. (2021). The structural characteristics of esports gaming and their behavioral implications for high engagement: A competition perspective and a cross-cultural examination. Addictive Behaviors, 123.

Mao, E. (2022). The incentive effects of tournaments and peer effects in team production: Evidence from esports. Journal of Sports Economics, 15270025221113033.

Mao, E. (2022). The effectiveness of event marketing in an attention economy: Findings from Twitch live-stream esports tournament events. Journal of Media Economics, 34(3), 194-211.

Marcano Larez, B. (2012). Características sociológicas de videojugadores online y el e-sport. El caso de Call of Duty. Pedagogía Social. Revista Interuniversitaria, (19).

Mariano, J. S., & Cordova, S. G. V. (2022). E-Sports online learning module amidst COVID-19 Pandemic. Interactive Learning Environments, 1-10.

Maric, J. (2011). Electronic Sport: How Pro-Gaming Negotiates Territorial Belonging and Gender. Platform: Journal of Media and Communication, ECREA Special Issue, 6–23.
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