Browse Items (1774 total)

Howard, M. J. (2019). In Hushed Voices: Censorship and Corporate Power in Professional League of Legends 2010-2017. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 28–43). Norderstedt: Books on Demand GmbH.

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

Micallef, D., Parker, L., Brennan, L., Schivinski, B., & Jackson, M. (2022). Improving the Health of Emerging Adult Gamers—A Scoping Review of Influences. Nutrients, 14(11), 2226.

Ren, Q., Cui, Y., Wu, W., Chen, C., Chen, Y., Liu, J., & Huang, H. (2018). Improving quality of experience for mobile broadcasters in personalized live video streaming. In 2018 IEEE/ACM 26th International Symposium on Quality of Service (IWQoS) (pp.…

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.

Devila, L. E., Cholil, S. R., Athallah, R. D., & Irawan, A. A. (2022). Implementasi Algoritma K-Means untuk Menganalisa Pemain Video Game Mobile Legend untuk Mengetahui Tipe Hero dan Role yang Sering Digunakan pada Setiap Kalangan. STRING (Satuan…

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…

Choi, C., Hums, M., & Bum, C. H. (2018). Impact of the Family Environment on Juvenile Mental Health: eSports Online Game Addiction and Delinquency. International Journal of Environmental Research and Public Health, 15(12), 2850.

Bonny, J. W., & Castaneda, L. M. (2016). Impact of the Arrangement of Game Information on Recall Performance of Multiplayer Online Battle Arena Players. Applied Cognitive Psychology, 30(5), 664-671.

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Saarnisto, M. (2017). Impact of Sponsorships in eSports on the Buying Behavior. Master’s thesis. Vaasan Ammattikorkeakoulu University of Applied Sciences, Vaasan.

Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H. (2020). Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports. Frontiers in Psychology, 11, 1-15.

Andrews, S. K., Michael, T. B., Williams, M. A., Lacher, L. L., & Crawford, C. M. (2021). Impact of eSports Upon Higher Education From a Faculty Perspective: Transformational Pathways and Opportunities. In S. Andrews & C. M. Crawford (Eds.), Handbook…

Kennedy, H. W. (2006). Illegitimate, Monstrous and Out There: Female ‘Quake’ Players and Inappropriate Pleasures. In J. Hollows & R. P. (Eds.), Feminism in Popular Culture (pp. 183-201). Oxford: Berg.

Fiumara, F. (2022). Il videogioco in Italia: Storie, Rappresentazioni, Contesti, Marco Benoît Carbone and Riccardo Fassone (eds)(2020). Journal of Italian Cinema & Media Studies, 10(3), 541-543.

Zhao, Y., & Zhu, Y. (2020). Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Journal of Cultural Studies

Dor, S. (2015). Identité(s) du joueur et du personnage. Au-delà de l’analyse mimétique des jeux vidéo. In C. Perraton & M. Bonenfant (eds.), Identité et multiplicité en ligne (p. 67-86). Presses de l’Université du Québec.

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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),

Smith, M. J., Birch, P. D. J., & Bright, D. (2019). Identifying Stressors and Coping Strategies of Elite eSports Competitors. International Journal of Gaming and Computer-Mediated Simulations, 11(2), 22-39.

Sabtan, B. A. (2022). Human Factors in Esports: Investigating performance measures, coaching practices, and stress training in League of Legends (Doctoral dissertation, University of Waterloo).

Tang, M., & Huang, J. (2019). How to earn money in live streaming platforms?—A study of donation-based markets. In IEEE INFOCOM 2019-IEEE Conference on Computer Communications (pp. 1558-1566). IEEE.

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

Freitas, B. D. A., Countreras-Espinosa, R. S., & Correia, P. Á. P. (2020). How Sponsors Should Bring Relevant-Added Value to Esports. Scientific Annals of Economics and Business, 67(3), 363-387.

Sun, Y., Shao, X., Li, X., Guo, Y., & Nie, K. (2019). How live streaming influences purchase intentions in social commerce: An IT affordance perspective. Electronic Commerce Research and Applications, 37, 100886.

Nolin, G. (2022). How franchised eSports brands can direct communications to different consumers.

Carton, S. (2019). How DotA is Getting Deeper. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 141–147). Norderstedt: Books on Demand GmbH.

Yan, J. (2018). How Does Match-Fixing Inform Computer Game Security? Cambridge International Workshop on Security Protocols XXVI, 166–170.

Miah, A. (2020). How Do Esports Companies Support Their Community’s Wellness?. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/18/html

Abed, A., & Rinkevic, K. (2022). How do esports actors perceive the Metaverse as a servicescape for esports: An interpretative phenomenological analysis: An exploratory study about the business opportunities and challenges in the Metaverse.

Nosal, P., & Lopez-Gonzalez, H. (2021). How Did Regular Sports Bettors Behave During Covid-19 Lockdown? Evidence from Poland. European Sport Management Quarterly, DOI: 10.1080/16184742.2021.1909092

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

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…

Meyer, M. (2010). How a Hobby Became Some Kind of Destiny. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 47–50). Norderstedt: Books on Demand GmbH.

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…

Syrota, L. (2010). hoorai's Most Valuable Asset. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 95–102). Norderstedt: Books on Demand GmbH.

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

Webb, M. D. (2022). History and Effectiveness of Sponsorships in Esports. The Park Place Economist, 29(1), 9.

Snavely, T. L. (2014). History and Analysis of eSport Systems. Master's Thesis. University of Texas, Austin.

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Jin, D. Y. (2020). Historiography of Korean Esports: Perspective on Spectatorship. International Journal of Communication, 14, 3727-3745.

Hamilton, W., Kerne, A., & Robbins, T. (2012). High-Performance Pen + Touch Modality Interactions: A Real-Time Strategy Game eSports Context. Paper presented at UIST’12, Cambridge, MA.

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

Frey, D., & Pommer, J. (2018). Herausforderungen für die weitere Entwicklung des eSport: Überlegungen aus der Perspektive des Veranstalters. MultiMedia und Recht, 7-11.

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).

Hisatsune, K., Otsuki, T., Hagiwara, G., Isogai, H., & Yamakawa, T. (2022). Heart Rate Variability Indices May Change Accompanying Cognitive Skills Improvement in eSports Tasks. Journal of Digital Life, 2.

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.

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.

Trotter, M. G. (2022). Health and psychological factors associated with in-game rank, and positive youth development in esports (Doctoral dissertation, Queensland University of Technology).

Toth, A. J., Kowal, M., & Campbell, M. J. (2019). The Color-Word Stroop Task Does Not Differentiate Cognitive Inhibition Ability Among Esports Gamers of Varying Expertise. Frontiers in Psychology, 10, 1-7.

Bosser, A. G., & Nakatsu, R. (2006). Hardcore Gamers and Casual Gamers Playing Online Together. In Harper R., Rauterberg M., Combetto M. (Eds.) Entertainment Computing – ICEC 2006. ICEC 20.

Uttarapong, J., Cai, J., & Wohn, D. Y. (2021). Harassment Experiences of Women and LGBTQ Live Streamers and How They Handled Negativity. In ACM International Conference on Interactive Media Experiences (pp. 7-19).

Andrews, S., & Crawford, C. M. (Eds.). (2021). Handbook of Research on Pathways and Opportunities Into the Business of Esports. IGI Global.

Migliore, L., McGee, C., & Moore, M. N. (Eds.). (2021). Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming. Cham: Springer.

Groen, M. (2018). Habitus in Cyberspace: Gendered Dynamics in e-Sports Culture. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Bonilla, I. (2022), Chamarro, A., & Ventura, C. Habilidades psicológicas en los esports: Estudio cualitativo en jugadores individuales y de equipo.

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.

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

Gebhardt, J. (2010). Grubby and the Tears of Chengdu. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 93–94). Norderstedt: Books on Demand GmbH.

Schenkhuizen, M. (2010). Grubby - My First Tournament. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 111–117). Norderstedt: Books on Demand GmbH.

Witkowski, E. (2022). Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development. Games and Culture, 15554120221084449.

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. & 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),…

Nothelfer, N., & Wörner, M. (2020). Grenzen der Vertragsgestaltung im eSport am Beispiel Tfue vs. FaZe Clan. eSport-Recht – Politik, Praxis und Wissenschaft im Dialog

Windolz, E. (2020). Governing Esports: Public Policy, Regulation and the Law. Sports Law eJournal, 1(1).

Dowling, M. (2021). Governance in Sport: Analysis and Application. Sport Management Education Journal.

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

Kelly, S. J., Derrington, S., & Star, S. (2022). Governance challenges in esports: a best practice framework for addressing integrity and wellbeing issues. International Journal of Sport Policy and Politics, 14(1), 151-168.

Hums, M. A., & MacLean, J. C. (2018). Governance and Policy in Sport Organizations. Routledge.

Warren, S. (2020). Good Vibes Friday: reflections on livestreaming during the COVID-19 lockdown. Dancecult: Journal of Electronic Dance Music Culture, 12(1).

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

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Skoglund, P.-I. (2018). Good Game, Well Played: A Ethnographic Study of Collegiate Esport in Southern California. Master’s Thesis. University of Bergen, Bergen.

Boluk, S., & LeMieux, P. (2021). Golden Ticket - Money Games at the Dota 2 International Championship in China. ROMchip, 3(1).

Scholz, T. M., & Stein, V. (2017). Going Beyond Ambidexterity in the Media Industry: Esports as Pioneer of Ultradexterity. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 47-62.

Hiltscher, J., & Scholz, T. M. (2021). Going Back in Time and "Home". In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (p. 8). Norderstedt: Books on Demand.

Ke, X., & Wagner, C. (2020). Global Pandemic Compels Sport to Move to Esports: Understanding from Brand Extension Perspective, Managing Sport and Leisure, 1-6.

Jin, D. Y. (2021). Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Xenopoulos, P., Rulff, J., & Silva, C. (2022). Ggviz: Accelerating large-scale esports game analysis. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-22.

Stringfield, J. (2022). Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies.

Lee, I., Kim, S., & Lee, B. (2019). Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York,…

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),…

de Freitas, R. (2021). GenZ and Esports: Digitizing the Live Event Brand. In W. Wörndl, C. Koo & J. L. Stienmetz (Eds.), Information and Communication Technologies in Tourism 2021: Proceedings of the ENTER 2021 eTourism Conference, January 19-22,…

Tang, T., Cooper, R., & Kucek, J. (2021). Gendered Esports: Predicting Why Men and Women Play and Watch Esports Games. Journal of Broadcasting & Electronic Media, https://doi.org/10.1080/08838151.2021.1958815.

Gao, G., Min, A. & Shih, P. C. (2017). Gendered Design Bias: Gender Differences of In-game Character Choice and Playing Style in League of Legends. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 307-317), ACM.

Nakandala, S., Ciampaglia, G., Su, N., & Ahn, Y. Y. (2017). Gendered conversation in a social game-streaming platform. In Proceedings of the International AAAI Conference on Web and Social Media (Vol. 11, No. 1, pp. 162-171).

Zolides, A. (2021). Gender moderation and moderating gender: Sexual content policies in Twitch’s community guidelines. New Media & Society, 23(10), 2999-3015.

Amor, J. S. C., Alguacil, M., & Gómez-Tafalla, A. M. (2022). Gender influence on brand recommendation at an esports event. Journal of Physical Education and Sport, 22(1), 231-238.

Todd, P. R., & Melancon, J. (2019). Gender differences in perceptions of trolling in livestream video broadcasting. Cyberpsychology, Behavior, and Social Networking, 22(7), 472-476.

Friman, U., & Ruotsalainen, M. (2022). Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”. Modes of Esports Engagement in Overwatch, 135.

Taylor, N., & Stout, B. (2020). Gender and the Two-Tiered System of Collegiate Esports. Critical Studies in Media Communication, published online before print.

Todd, P. R., & Melancon, J. (2018). Gender and live-streaming: source credibility and motivation. Journal of Research in Interactive Marketing.

Fischer, P. (2019). Gemeinnützige Förderung der Allgemeinheit durch e-Sport? Recht der Jugend und des Bildungswesens, 67(4), 365-376

Peeples, D., Yen, J., & Weigle, P. (2018). Geeks, Fandoms, and Social Engagement. Child & Adolescent Psychiatric Clinics, 27(2), 247-267.

Chen Christensen, N. (2006). Geeks at Play: Doing Masculinity in an Online Gaming Site. Reconstruction, 6.1 (Winter).

Muniowski, L. (2018). Geek is the New Jock: The Relationship between Geek Culture and Sports. In Age of the Geek: Depictions of Nerds and Geeks in Popular Media. New York, NY: Palgrave.

Bisberg, A. J., & Ferrara, E. (2022, August). GCN-WP–Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports. In 2022 IEEE Conference on Games (CoG) (pp. 449-456). IEEE.

Bickmann, P., Wechsler, K. Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2020). Gaze Behavior of Professional and Non-Professional eSports Players in FIFA 19. International Journal of Gaming and Computer-Mediated Simulations, 12(3), 1-17.

Cote, A. C. (2020). Gaming Sexism: Gender and Identity in the Era of Casual Video Games. New York: NYU Press.

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Newman, J. I., Xue, H., Watanabe, N. M., Yan, G., & McLeod, C. M. (2020). Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy. Communication & Sport, published online before print

Toft-Nielsen, C. (2016). Gaming Expertise Doing Gender and Maintaining Social Relationships in the Context of Gamers’ Daily Lives. Nordicom Review, 37, 71-83.

Hohlfeld, L. (2022). Gaming Communities.

Jansz, J., & Martens, L. (2005). Gaming at a LAN Event: The Social Context of Playing Video Games. New Media & Society, 7, 333–355.
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