Browse Items (1774 total)

Kesselman, M.-S. (2014). The Rapid Growth of E-Sports and the Lagging Law. The Journal of High Technology Law, November 4.

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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.

Kemp, C., Pienaar, P. R., & Rae, D. E. (2020). Brace Yourselves: Esports is Coming. South African Journal of Sports Medicine, 32(1), 1-2.

Kelly, S., & Leung, J. (2021). The New Frontiert of Esports and Gaming: A Scoping Meta-Review of Health Impacts and Research Agenda. Frontiers in Sports and Active Living, https://doi.org/10.3389/fspor.2021.640362

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.

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.

Kelly, S. J., & Van der Leij, D. (2021). A new frontier: alcohol sponsorship activation through esports. Marketing Intelligence & Planning, 39(4), 533-558.

Kelly, C. (2011). Spectator Experiences at MLG Dallas vs. Korea. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 50–53). Norderstedt: Books on Demand GmbH.

Keiper, M. C., Manning, R. D., Jenny, S. E., Olrich, T., & Croft, C. (2017). No Reason to LoL at LoL: the Addition of eSports to Intercollegiate Atheltic Departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143-160.

Ke, X., Wagner, C., & Du, H. S. (2022). Calling for information systems research on esports: An overview study. Communications of the Association for Information Systems, 50(1), 10.

Ke, X., Wagner, C. (2022): "EVERYDAY GAMING INDUCES AMATEUR ESPORTS PARTICIPATION THROUGH COMMITMENT". ECIS 2022 Research Papers. 105.
https://aisel.aisnet.org/ecis2022_rp/105

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

Kaytoue, M., & Raïssi, C. (2012). Watch me Playing, I am a Professional. In WWW 2012 Companion. Lyon, France.

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Kayane (2016). Parcours d’une e-combattante. 404 éditions.

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Kawabe, K., Horiuchi, F., Hosokawa, R., Nakachi, K., Soga, J., & Ueno, S. I. (2022). Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study. Behavioral Sciences, 12(6), 172.

Kauweloa, S., & Winter, J. S. (2016). Collegiate E-sports as Work or Play. In Proceedings of 1st International Joint Conference of DIGRA and FDG.

Kauweloa, N., & Winter, J. S. (2019). Taking College Esports Seriously. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Kauweloa, N. S. (2021). The Emergence of College eSports in North America. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Kates, A., & Clapperton, G. (2015). The Debate: For & Against e-Sports. Engineering & Technology, 10(1), 28.

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Kasper, P. (2010). DotA: An eSport Dream. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (p. 46). Norderstedt: Books on Demand GmbH.

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

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.

Kartal, M. (2020). E-sports in Turkey within the Context of Globalization. Doctoral dissertation

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Karsenti, T., & Bugmann, J. (2018). Le e-sport, un nouveau « sport » numérique universitaire? Revue internationale des technologies en pédagogie universitaire, 15(1).

Kari, T., Siutila, M. & Karhulahti, V.-M. (2018). An Extended Study on Training and Physical Exercise in Esports. In B. R. Dubbels (Ed.), Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (pp. 270-292).…

Kari, T., & Karhulahti, V.-M. (2016). Do E-Athletes Move? A Study on Training and Physical Exercise in Elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53–66.

Karhulahti, V.-M. & Kimppa, K. (2018). “Two Queens and a Pwn, Please.” An Ethics for Purchase, Loot, and Advantage Design in eSports. In Proceedings of the 2nd International GamiFIN Conference (pp. 115-122), Pori, Finland.

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…

Karhulahti, V.-M. (2017). Reconsidering Esport: Economics and Executive Ownership. Physical Culture and Sport. Studies and Research, Volume LXXIV, 43-53.

Karhulahti, V.-M. (2020). Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development. Bloomsbury.

Karakus, E. C. (2015). Comparing Traditional Sports and Electronic Sports. Master’s Thesis. University of Illinois at Urbana-Champaign, Urbana, IL.

Karadakis, K., & Painchaud, M. M. (2022). Esport Knowledge, Skills, and Abilities: Perspectives from Subject Matter Experts. Athens Journal of Sports 2022, 9: 1-22

Karadakis, K. (2022). Streaming in Esports: Lessons Learned From Student Reflection Journals. Sport Management Education Journal, 1(aop), 1-3.

Kanz, J. (2020). eSport-Engagements von Fußball-Landesverbänden. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 175–191). Wiesbaden: Springer Gabler.

Kanne, K. (2015). The Future of Electronic Sports in High Schools. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 60–65). Norderstedt: Books on Demand GmbH.

Kang, J. O., Kang, K. D., Lee, J. W.,, Nam, J. J., & Han, D. H. (2020). Comparison of Psychological and Cognitive Characteristics between Professional Internet Game Players and Professional Baseball Players. International Journal of Environmental…

Kang, C. (2019). A Polymorphic Approach to Esports Betting. Brigham Young University Prelaw Review, 33 (7), 1-10.

Kane, M. (2009). Game Boys: Triumph, Heartbreak, and the Quest for Cash in the Battleground of Competitive Videogaming. London: Penguin.

Kane, D., & Spradley, B. D. (2017). Recognizing Esports as a Sport. The Sport Journal, published online 11 May.

Kajastila, R., & Hamalainen, P. (2015). Motion Games in Real Sports Environments. Interactions, March-April, 44-47

Kainz, F., Haupt, T., & Werner, C. (2018). “eSport”: Mehr als eine momentane Spielerei. Causa Sport, 2/2018, 153-160.

Kadan, A. M., Li, L., & Chen, T. (2018). Modeling and Analysis of Feautures of Team Play Strategies in eSports Applications. Sovremennye Informacionnye Technologii i IT-obrazovanie, 14 (2), 397-407.

Jung, K. S. (2022). Assessment of the Utilization of Ergonomics in Collegiate Varsity Esports Programs (Doctoral dissertation, Ohio University).

Jucker, A. H., Hausendorf, H., Dürscheid, C., Frick, K., Hottiger, C., Kesselheim, W., Linke, A., Meyer, N.& Steger, A. (2018). Doing space in face-to-face interaction and on interactive multimodal platforms. Journal of Pragmatics, 134, 85-101.

Jubierre, X. (2022). La bellesa de l'esport. Política & prosa, (41), 47-53.

Joo, H. T., Lee, S. H., Bae, C. M., & Kim, K. J. (2023). Learning to automatically spectate games for Esports using object detection mechanism. Expert Systems with Applications, 213, 118979.

Jonsson, J. (2018). The Psycho-social Work Environment of e-Sport Professionals: Applying the Job Demands-resources Theory to Pro-players. Master’s thesis. University of Umea, Umea.

Jonasson, K., Nelson, A., & Svensson, M. (2022). Esports, Higher Ed. and Young People with Disabilities. In ERNC22, Esport Research Network Conference, Jönköping, Sweden, November 21-23, 2022.

Jonasson, K., & Thiborg, J. (2010). Electronic Sport and its Impact on Future Sport. Sport in Society, 13(2), 287–299.

Jonasson, K. (2016). Broadband and Circuits: the Place of Public Gaming in the History of Sport. Sport, Ethics and Philosophy, 10(1), 5-13.

Johnson, M. R., Carrigan, M., & Brock, T. (2019). The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv. First Monday, 24(8).

Johnson, M. R., & Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 2056305119881694.

Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch. tv on the video game industry. Media, Culture & Society, 41(5), 670-688.

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.

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

Johnson, M. R., & Abarbanel, B. (2022). Ethical judgments of esports spectators regarding cheating in competition. Convergence, 13548565221089214.

Johnson, M. R. (2021). Behind the Streams: The Off-Camera Labour of Game Live Streaming. Games and Culture, 16(8), 1001-1020.

Johnson, M. R. (2019). Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv. Information, Communication & Society, 22(4), 506-520.

Jodén, H., & Strandell, J. (2021). Building viewer engagement through interaction rituals on Twitch. tv. Information, Communication & Society, 1-18.

Jin, Y., & Yoon, T.-J. (2021). Convergence of Gaming and Media: Music and eSports. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Jin, D. Y., & Chee, F. (2009). The Politics of Online Gaming. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia- Pacific (pp. 19-38)., New York, NY: Routledge

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

Jin, D. Y. (2021). Emergence and Transformation of Global Esports: Competitive Perspectives of Korean and Canadian Esports Scenes. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY:…

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

Jin, D. Y. (2017). Smartland Korea: Mobile Communication, Culture, and Society. Ann Arbor, MI: The University of Michigan Press.

Jin, D. Y. (2010). Korea’s Online Gaming Empire. Cambridge, MA: MIT Press.

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Jiang, Y., Paliyawan, P., Harada, T., & Thawonmas, R. (2018). An audience participation angry birds platform for social well-being. In the 19th annual European GAME-ON Conference on Simulation and AI in Computer Games (GAMEON’2018). September (pp.…

Jia, W. (2022). Book Review: Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes.

Jia, A. L., Shen, S., Epema, D. H., & Iosup, A. (2016). When game becomes life: The creators and spectators of online game replays and live streaming. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 12(4), 1-24.

Ji, Z., & Hanna, R. C. (2020). Gamers First – How Consumer Preferences Impact eSports Media Offerings. International Journal on Media Management, 22(1), 13-29.

Jeong, I., Nakagawa, K., Osu, R., & Kanosue, K. (2022). Difference in gaze control ability between low and high skill players of a real-time strategy game in esports. PloS one, 17(3), e0265526.

Jenny, S.E., Schary, D. P., Noble, K. M. & Hamill, S. D. (2017). The Effectiveness of Developing Motor Skills Through Motion-based Video Gaming: A Review. Simulation & Gaming, 48(6), 722-734.

Jenny, S., Hushman, G., & Hushman, C. (2013). Pre-service Teachers’ Perceptions of Motion-based Video Gaming in Physical Education. International Journal of Technology in Teaching and Learning, 9(1), 96-111.

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.

Jenny, S. E., Noble, K. M., Schary, D. P., & Hamill, S. D. (2018). Virtual and Authentic Tennis: Differences and Similarities of Three Common Tennis Strokes Performed by Collegiate Players. FACTA UNIVERSITATIS Series: Physical Education and Sport,…

Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2016). Virtual(ly) Athletes: Where eSports fit Within the Definition of ‘Sport’. Quest, 69(1), 1-18.

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. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues. Journal of Applied Sport Management, 10(1), 34-49.

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

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., Chung, J. J., Rademaker, S. M., & Schary, D. P. (2017). Learning a Sport Through Video Gaming: A Mixed-methods Experimental Study. Loading… Journal of the Canadian Gaming Studies Organization, 10(17), 1-20.

Jenny, S. E., & Schary, D. P. (2015). Motion-based Video Game and Authentic Wall/Rock Climbing: Motivations and Perceptions of Novice Climbers. International Journal of Technology in Teaching and Learning, 11(1), 35-49.

Jenny, S. E., & Schary, D. P. (2016). Virtual and “Real-life” Wall/Rock Climbing: Motor Movement Comparisons and Video Gaming Pedagogical Perceptions. Sports Technology, 8(3), 100-111.

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

Jenny, S. & Schary, D. (2014). Exploring the Effectiveness of Learning American Football Through Playing the Video Game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 72-87.

Jarrett, J. (2016). Critically Approaching the Playful and Participatory Genealogy of MOBAs. In DiGRA/FDG.

Janusz, A., Slezak, D., Stawicki, S., & Stencel, K. (2018). SENSEI: An Intelligent Advisory System for the eSport Community and Casual Players. 2018 IEEE/WIC/ACM International Conference on Web Intelligence (WI).

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

Jankowski, M. (2018). The Modern Nerd's Guide to Esports. Gareth Stevens Publishing.

Jang, W. W., Kim, K. A., & Byon, K. K. (2020). Social Atmospherics, Affective Response, and Behavioral Intention Associated With Esports Events, Frontiers in Psychology, 11, 1-11.

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…

Jang, W. W., & Byon, K. K. (2019). Antecedents and Consequence Associated with eSports Gameplay. International Journal of Sports Marketing and Sponsorship, 21(1), 1-22.

Jang, W. W., & Byon K. K. (2020). Antecedents of Esports Gameplay Intention: Genre as a Moderator. Computers in Human Behavior, 109.

Jalonen, H. (2019). The Value of E-Sports Is in the Eye of the Beholder, But Can E-Sports Operators Influence What the Spectators See? Advances in Applied Sociology, 9, 306-329.

Jalal, N. M., Amaliah, R., Wardhani, R. C. A., Rifqah, R., Muhammad, F., & Ajra, M. F. (2022). Pengaruh Strategi Ketangguhan Mental Terhadap Motivasi Berprestasi Atlet. Aksara: Jurnal Ilmu Pendidikan Nonformal, 8(2), 809-814.

Jain, S., Niranjan, D., Lamba, H., Shah, N., & Kumaraguru, P. (2019). Characterizing and detecting livestreaming chatbots. In Proceedings of the 2019 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (pp. 683-690).

Jagnow, H., & Baumann, A. (2018). eSport aus verbandlicher Perspektive: Rechtsbegriff, Regulierungspraxis und aktuelle rechtliche Herausforderungen. MultiMedia und Recht, 8/2018, 12-15.

Jagersberger, T. (2016). Virtual Reality eSport: welche Entwicklungen müssen im Virtual Reality Bereich stattfinden, um eSport mit Virtual Reality-Devices verbinden zu können? Master Thesis. Fachhochschule Salzburg, Salzburg.
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