Browse Items (1774 total)

Lebedeva, N. A. (2021). Hotel Amenities and Hidden Costs Associated With eSports Tourism in the Ukraine: Development of eSport Hospitality Opportunities. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into…

Leavitt, A., Keegan, B. C., & Clark, J. (2016). Ping to Win?: Non-verbal Communication and Team Performance in Competitive Online Multiplayer Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 4337-4350). ACM.

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

Le, D. A., Maclntyre, B., & Outlaw, J. (2020). Enhancing the experience of virtual conferences in social virtual environments. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 485-494). IEEE.

Le Luan, N. T., & Nguyen Ba Long, K. (2022). eSports: from a competition to a billion-dollar industry: Tencent Ltd case study.

Law, Y.-Y. (2021). eSports Players: Gender-A Balance Between Community and Competition. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

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

Laterman, M., Arlitt, M., & Williamson, C. (2017). A campus-level view of Netflix and Twitch: Characterization and performance implications. In 2017 International Symposium on Performance Evaluation of Computer and Telecommunication Systems (SPECTS)…

Larsen, L. J. (2020). The Play of Champions: Toward a Theory of Skill in eSport. Sport, Ethics and Philosophy, published online before print.

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

Lantano, F., Petruzzelli, A. M., & Panniello, U. (2022). Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation. Technological Forecasting and Social Change, 174, 121210.

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

LaMastra, N., Uttarapong, J., Gandhi, R., Cook, C. L., & Wohn, D. Y. (2020). How a Live Streamer's Choice in Played Game Affects Mental Health Conversations. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play…

Lam, W. K., Liu, R. T., Chen, B., Huang, X. Z., Yi, J., & Wong, D. W. C. (2022). Health Risks and Musculoskeletal Problems of Smartphone-game Elite eSport Players: a Cross-sectional Descriptive Study.

Lam, W. K., Chen, B., Liu, R. T., Cheung, J. C. W., & Wong, D. W. C. (2022). Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series. Biology, 11(5), 737.

Laitila, O., & Rauhansalo, T. (2018). Study on eSports Industry in Finland. In Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues. University of Jyväskylä: Finland.

Lai, W., Wang, W., & Li, F. (2022). The Impact of eSports Performance and Social Interaction on eSports Online Viewership and Viewer Experience.

Lai, H. C., Tsai, J. Y., Shuai, H. H., Huang, J. L., Lee, W. C., & Yang, D. N. (2020). Live Multi-Streaming and Donation Recommendations via Coupled Donation-Response Tensor Factorization. In Proceedings of the 29th ACM International Conference on…

Laato, S., & Rauti, S. (2020). Scambaiting as a Form of Online Video Entertainment: An Exploratory Study. In International Conference on Soft Computing and Pattern Recognition (pp. 738-748). Springer, Cham.

La Monica, M. B., Listman, J. B., Donovan, I., Johnson, T. E., Heeger, D. J., & Mackey, W. E. (2021). Effects of TeaCrine®(theacrine), Dynamine™(methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game…

Kwak, H., Blackburn, J., & Han, S. (2015). Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games. Seoul: CHI.

Kwag, S., Lee, W. J., & Ko, Y. D. (2022). Optimal seat allocation strategy for e‐sports gaming center. International Transactions in Operational Research, 29(2), 783-804.

Kuznekoff, J. H. & Rose, L. M. (2013). Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues. New Media & Society, 15(4), 541-556.

Kurt, S., & Nothelfer, N. (2020). Die Anwendbarkeit des technischen Arbeitsschutzrechts bei spielbezogenen eSport-Tätigkeiten. Recht der Arbeit, 211-220.

Kunz, R., Bauhofer, M., & Mutterlein, J. (2017). User Acceptance of Sport-related Virtual Reality. EMMA Conference.

Kunz, R. E., & Roth, A. (2022). Value co-creation in eSports from a service ecosystem perspective. In Handbook on Digital Business Ecosystems. Edward Elgar Publishing.

Kunigita, H., & Kohda, Y. (2021). Integrating Real-World and Virtual Experiences Through eSports-Type ‘Cheering’. In International Conference on Applied Human Factors and Ergonomics (pp. 478-484). Springer, Cham.

Kumar, A., Yadav, V., & Chauhan, D. (2022). UNDERSTANDING ESPORTS CONSUMPTION MOTIVE IN INDIA.

Kugler, L. (2022). How AI is driving the esports boom. Communications of the ACM, 65(9), 17-18.

Kruthika, N. S. (2020). Esports and its Reinforcement of Gender Divides. Marquette Sports Law Review, 30(2), 347-369.

Kropachev, S. (2022). Guidebook for eSport fighting-game event planning: case Install 2022.

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…

Kriglstein, S., Martin-Niedecken, A. L., Spjut, J., Damen, N. B., Türkay, S., & Drachen, A. (2022). Esports meets human-computer interaction. Interactions, 29(3), 42-47.

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

Kramer, K., Wagner, D., & Scheck, B. (2021). Repeating the Digital Dividend? Sport Marketing's Move into Esports: Insights from Germany. European Journal of International Management, 15(2/3), 339-366.

Krajník, J. (2022). “Hot hand” in Esports: Quiet Eye Does Not Generalize to Multiple Targets in a Computerized Task.

Kraemer, W. J., Caldwell, L. K., Post, E. M., Beeler, M. K., Emerson, A., Volek, J. S., ... & Onate, J. A. (2022). Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers. Journal of Strength and Conditioning Research,…

Kozachuk, J., Foroughi, C., Freeman, G. (2016). Exploring Electronic Sports: An Interdisciplinary Approach. In Proceedings of the 2016 Human Factors and Ergonomics Society (pp. 2118–2122).

Kow, Y. M., Young, T., & Salen Tekinbas, K. (2014). Crafting the Metagame: Connected Learning in the StarCraft 2 Community. Irvine, CA: Digital Media and Learning Research Hub.

Kow, Y. M., & Young, T. (2013). Media Technologies and Learning in the StarCraft eSport Community. CSCW ’13. San Antonio, TX.

Kovács, J. M., & Szabó, Á. (2022). Esport and simracing markets–The effects of COVID-19, difficulties and opportunities. Society and Economy, 1-17.

Kou, Y., & Nardi, B. (2013). Regulating Anti-social behavior on the Internet: The Example of League of Legends. iConference 2013.

Kou, Y., & Gui, X. (2014). Playing with Strangers: Understanding Temporary Teams in League of Legends. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (pp. 161-169). ACM

Kou, Y. & Nardi, B. (2014). Governance in League of Legends: A Hybrid System. Foundations of Digital Games

Koskimaa, R., Välisalo, T., Ruotsalainen, M., & Karhulahti, V.-M. (2021). Esports Transmediality: The Case Overwatch. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Koshy, A., & Koshy, G. M. (2020). The Potential of Physiological Monitoring Technologies in Esports. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/22/html

Kósa, G., Feher, G., Horvath, L., Zadori, I., Nemeskeri, Z., Kovacs, M., ... & Tibold, A. (2022). Prevalence and Risk Factors of Problematic Internet Use among Hungarian Adult Recreational Esports Players. International Journal of Environmental…

Korpimies, S. (2019). Sponsorships in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 58–73). Norderstedt: Books on Demand GmbH.

Korotin, A., Khromov, N., Stepanov, A., Lange, A., Burnaev, E., & Somov, A. (2019). Towards Understanding of eSports Athletes’ Potentialities: The Sensing System for Data Collection and Analysis. ArXiv

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. In GamiFIN (pp. 199-209).

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.

Kordyaka, B., Klesel, M., & Jahn, K. (2019). Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Kordyaka, B., Jahn, K., & Niehaves, B. (2020). To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports. International Journal on Media Management, 22(1), 49-66.

Kordyaka, B., Hribersek, S., Kruse, B., & Niehaves, B. (2020). Understanding Brand Loyalty – The Case of the eSports Consumer from a Relationship Quality Perspective. Proceedings of the 4th International GamiFIN Conference 2020, 188-198.

Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Kordyaka, B. (2018). Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games. In Proceedings of the 39th International Conference on Information Systems (ICIS2018). San Francisco, CA.

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Körber, T., & Schuchmann, J. (2016). Rechtlicher Handlungsbedarf im eSport. Stadionwelt inside.

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Kopp, J. (2017). Ejes para una investigación en deportes electrónicos. Revista Lúdicamente, 6(11).

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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…

Koot, J. (2019). eSports Governance and Its Failures. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 20–27). Norderstedt: Books on Demand GmbH.

Koops, C., & Nothelfer, N. (2021). Der sozialversicherungsrechtliche Status von E-Sportlern. Neue Zeitschrift für Sozialrecht, 918-922.

Koo, H. (2018). Factors affecting streamers' loyalty to live streaming platforms, 22nd Biennial Conference of the International Telecommunications Society (ITS):
"Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea,…

Konstantinova, K., Bulygin, D., Okopny, P., & Musabirov, I. (2018). Online Communication of eSports Viewers: Topic Modeling Approach. In A. Cheok, M. Inami & T. Romão (Eds.), ACE 2017. Advances in Computer Entertainment Technology (pp. 608–613).…

Koch, N., Pongratz, S., McCauley, B., & Achtenhagen, L. (2020). ‘Smashing It’: How User Entrepreneurs Drive Innovation in Esports Communities. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/23/html

Kocadag, M. (2021). Revealing the eSport Athlete 3.0. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 108-114). Norderstedt: Books on Demand.

Kocadag, M. (2019). Investigating Psychological Well-Beeing Levels of Teenagers Interested in Esport Career. Research on Education and Psychology, 3(1), 1-10.

Kobs, K., Zehe, A., Bernstetter, A., Chibane, J., Pfister, J., Tritscher, J., & Hotho, A. (2020). Emote-controlled: obtaining implicit viewer feedback through emote-based sentiment analysis on comments of popular twitch. tv channels. ACM transactions…

Kobs, K., Potthast, M., Wiegmann, M., Zehe, A., Stein, B., & Hotho, A. (2020). Towards predicting the subscription status of twitch. tv users.

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.

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

Klíma, O. (2022). Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports. American Journal of Cultural Sociology, 10(4), 570-595.

Kleinman, E., Shergadwala, M. N., & Seif El-Nasr, M. (2022). Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning. In CHI Conference on Human Factors in Computing Systems (pp. 1-13).

Kleinman, E., & El-Nasr, M. S. (2021). Using Data to "Git Gud": A Push for a Player-Centric Approach to the Use of Data in Esports. CHI 2021, May 08-13, 2021, Yokohama, Japan.

Kiser, C. (2022). Developing & Proposing an Esports Undergraduate Academic Program.

Kirkegaard, E. O. W. (2018). Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports. PsyArxiv.

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…

Kim, Y., Ko, Y., Lee, S. & Ross, S. D. (2007). An Exploration of Motives in Online Sport Video Gaming. Book of Abstracts of North American Society for Sport Management (NASSM), 225-226.

Kim, Y., & Ross, S. D. (2006). An Exploration of Motives in Sport Video Gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 34-46.

Kim, Y. J., Engel, D. Wooley, A. W., Lin, J. Y. T., McArthur, N., & Malone, T. W. (2017). What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends. CSCW, 2316-2329.

Kim, Y. J., Choi, M. J., & Cha, Y. S. (2012). A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills. In Ubiquitous and Future Networks Conference Proceedings (pp. 471–475).…

Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The Rise of E-Sports and Potential for Post-COVID Continued Growth. Sport in Society, published online before print.

Kim, Y. (2013). A Study of Wellness Core Technology and E-Sports. In IT Convergence and Security Proceedings. Piscataway, NJ: IEEE.

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Kim, S., Lee, B., van Gemert, T., & Ouslavira, A. (2020). Optimal Sensor Position for a Computer Mouse. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA,…

Kim, S., Lee, B., & Oulasvirta, A. (2018). Impact Activation Improves Rapid Button Pressing. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, Paper 571, 1–8.…

Kim, S., & Manoli, A. E. (2022). Public relations: the missing element in the eSport governance. Managing Sport and Leisure, 1-5.

Kim, S. J. (2022). THE ESPORT POINTS OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT ORGANIZATIONS.

Kim, S. H., & Thomas, M. K. (2015). A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-cultural Dimensions of the Development of Expertise. Asian Journal of Information Technology, 14(5), 176–186.

Kim, J., Park, K., Song, H., Park, J. Y., & Cha, M. (2020). Learning how spectator reactions affect popularity on twitch. In 2020 IEEE International Conference on Big Data and Smart Computing (BigComp) (pp. 147-154). IEEE.

Kim, J., Jung, Y., Yeo, H., Ye, J., & Han, D. (2020). Neural-enhanced live streaming: Improving live video ingest via online learning. In Proceedings of the Annual conference of the ACM Special Interest Group on Data Communication on the…

Kim, J., Bae, K., Park, E., & del Pobil, A. P. (2019). Who will subscribe to my streaming channel? The case of twitch. In Conference Companion Publication of the 2019 on Computer Supported Cooperative Work and Social Computing (pp. 247-251).

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

Kim, J., & Hwang, O. C. (2022). A study on the popularization of eSports: Focusing on the Awareness of Korean eSports Users and Policy. e 스포츠 연구: 한국 e 스포츠학회지, 4(2), 93-105.

Kim, H. M., & Kim, S. (2022). The show must go on: Why Korea lost its first-mover advantage in Esports and how it can become a major player again. Technological Forecasting and Social Change, 179, 121649.

Kim, H. E. (2022). Where Esport Law Does not Exist. Available at SSRN 4047288.

Kim, B., Cheng, Y., Li, Z., Li, R., Tan, C., Wang, S., Shi, Y. & Hammer, J. (2019). Game With A Purpose To Collect Home Audio Data. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp.…

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

Kilci, A. K., & Yalçıner, S. (2020). Dijital Spor Oyunları Oynama Motivasyonu’nun Ahlâki Karar Alma Tutumlarına Etkisi: EsporOyuncuları Üzerine Bir Araştırma (Effect Of Digital Sports Games Playing Motivation On Attitutes To Moral Decision-Making: A…

Khromov, N., Korotin, A., Lange, A., Stepanov, A., Burnaev, E., & Somov, A. (2018). Esports Athletes and Players: A Comparative Study. arXiv

Khir, M. M., Maon, S. N., & Demong, N. A. R. (2022). Healthy eSport Engagement for eSport Athletes: A Proposal for A Research Framework. Journal of Entrepreneurship, Business and Economics, 10(2), 110-126.

Khan, I. (2017). Control Freak: How an Injured eSports Athlete Got Back into the Game. CUNY Academic Works, Fall 2017.
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