Browse Items (1774 total)

Qian, T. Y., Matz, R., Luo, L., & Xu, C. (2022). Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports. Journal of Business Research, 145, 482-494.

Dickenson, V. L. (2021). Games, Gamification, and eSports Intersections Within Digital and Online Learning. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 128-148). IGI…

Tjokrodinata, C., Bangun, C. R. A., Dinansyah, F., & Farmita, A. R. (2022). Gamers with Different Ability and the role of EAI (E-Sports Ability Indonesia). Jurnal Interaksi: Jurnal Ilmu Komunikasi, 6(1), 52-66.

Abarbanel, B., Macey, J., Hamari, J., & Melton, R. (2020). Gamers Who Gamble: Examining the Relationship Between Esports Spectatorship and Event Wagering. Journal of Emerging Sport Studies, 3(1), 1.

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

Scholz, C. (2010). Gamers as a Safety Hazard. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 51–52). Norderstedt: Books on Demand GmbH.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.

Olshefski, E. G. (2015). Game-Changing Event Definition and Detection in an eSports Corpus. Proceedings of the 3rd Workshop on EVENTS at the NAACL-HLT 2015, 77–81.

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.…

Yu, V., Paola, K., Alvarez, B., & Chen, V. H. H. (2021). Game streamers’ practices on Twitch and management of well-being. Journal of Communication Technology, Association for Education in Journalism and Mass Communication, 54-77.

Yu, H. (2018). Game On: The Rise of the eSports Middle Kingdom. Media Industries, 5(1), 88-105.

Webster, S. (2015). Game On: How I Became a Nintendo World Championships Finalist.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of Demographic Profiles, Consumption Behaviours, and Gambling Site Selection Criteria of eSports and Sports Bettors. Gaming Law Review, 21(8), 575–587.

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,…

Scholz, T. M. (2015). Game Leadership - What can We Learn from Competitive Games? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 93–111). Norderstedt: Books on Demand GmbH.

Consalvo, M., & Phelps, A. (2021). Game Development Live on Twitch: Observations of Practice and Educational Synergies. Game Production Studies, 123.

West, C. A., Nix, J. V., & Hinerman, K. M. (2021). Game Changers: Business and Research Opportunities in K-12 eSports. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp.…

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

Abarbanel, B., & Johnson, M. R. (2020). Gambling engagement mechanisms in twitch live streaming. International Gambling Studies, 20(3), 393-413.

Atagün, E., Korkmaz, M., Tı̇muçı̇n, T., & Yücedağ, İ. (2018). Fuzzy Logic Based Decision Support System for Broadcaster on Twitch. In Proceedings of the International Technological Sciences And Design Symposium (pp. 27-29).

Rai, L., & Yan, G. (2009). Futures Perspectives on Next Generation e-Sports Infrastructure and Exploring Their Benefits. International Journal of Sport Science and Engineering, 3(1), 027-033.

Cairns, P., Power, C., Barlet, M., Haynes, G. (2019). Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies.

Qian, T. Y., Wang, J. J., Zhang, J. J., & Hulland, J. (2020). Fulfilling the Basic Psychological Needs of Esports Fans:
A Self-Determination Theory Approach. Communication & Sport, 1-25.

Treur, R. (2019). From Zero to Hero, René Treurs eSports Journey. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 114–116). Norderstedt: Books on Demand GmbH.

Sheng, J. T., & Kairam, S. R. (2020). From virtual strangers to irl friends: relationship development in livestreaming communities on twitch. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW2), 1-34.

Mora, P., & Héas, S. (2005). From Videogamer to e-Sportsman: Toward a Growing Professionalism of World-class Players? In M. Bittanti & S. Morris (Eds.), Doom: Giocare in Prima Persona. Milano: Costa & Nolan. [Originally published in French in…

Balakina, D., Serada, A., & Schott, G. (2022, November). From the Cradle to Battle: What Shapes the Careers of Female CS: GO Esports Players. In Proceedings of the 25th International Academic Mindtrek Conference (pp. 41-52).

Carrillo-Vera, J. A. (2016). From Players to Viewers: the Construction of the Media Spectacle in the E-sports Context. Juego digital II: Anàlisi. Quaderns de Comunicació i Cultura, 55, 1-16.

Georgen, C., Duncan, S. C., & Cook, L. (2015). From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream. In CSCL 2015 Proceedings (pp. 581–585).

Ferrari, S. (2013). From Generative to Conventional Play: MOBA and League of Legends. In Proceedings of DIGRA 2013: DeFragging Game Studies, Atlanta, GA.

Wang, Z., & Yoshinaga, N. (2021). From eSports Data to Game Commentary: Datasets, Models, and Evaluation Metrics. DEIM Forum 2021, H13-3.

Cao, S., & He, W. (2021). From electronic heroin to created in China: game reports and gaming discourse in China 1981-2017. International Communication of Chinese Culture, https://doi.org/10.1007/s40636-021-00232-2.

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.

Menasce, R. M. (2019). From Casual to Professional: How Brazilians Achieved eSports Success in Counter-Strike: Global Offensive. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 121–140). Norderstedt: Books on Demand GmbH.

Robinson, N. (2018). From Arcades to Online: Updating Copyright to Accommodate Video Game Streaming. NCJL & Tech., 20, 286., HeinOnline

Szablewicz, M. (2011). From Addicts to Athletes: Participation in the Discursive Construction of Digital Games in Urban China. In Selected Papers of Internet Research, IR 12.0 conference.

Vansyngel, S., Velpry, A., & Besombes, N. (2018). French Esports Institutionalization. Proceedings of the 2nd GamiFIN Conference, Pori, Finland, 123-130.

Yoganathan, V., Osburg, V. S., & Stevens, C. J. (2021). Freedom and giving in game streams: A Foucauldian exploration of tips and donations on Twitch. Psychology & Marketing, 38(6), 1001-1013.

Martin, P., & Song, W. (2021). Framing eSports in Chinese university campuses. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., ... & Williams, J. P. (2021). Foundations for Esports Curricula in Higher Education. In Proceedings of the 2021 Working Group Reports on Innovation and Technology in…

Bosc, G., Kaytoue, M., Raïssi, C., & Boulicaut, J. F. (2014). Fouille de motifs séquentiels pour l’élicitation de stratégies à partir de traces d’interactions entre agents en compétition. EGC, 14, 359-370.

Stadtmann, G., Schöber, T. (2020). Fortnite: The Business Model Pattern Behind the Scene. Die Unternehmung (4). 426-444.

Carrillo-Vera, J. A., & Aguado-Terrón, J. M. (2016). Formas publicitarias adaptadas al nuevo escenario de los e-sports. In Libro de Actas del I Congreso Iberoamericano de Investigadores en Publicidad (126).

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.

AlZahrani, A., Wani, M. A., & Bhat, W. A. (2021). Forensic analysis of Twitch video streaming activities on Android. Journal of Forensic Sciences, 66(5), 1721-1741.

Carrillo-Vera, J. A., Aguado-Terrón, J. M., & Gómez-García, S. (2018). Following the Trail of eSports: The Multidisciplinary Boom of Research on the Competitive Practice of Video Games. International Journal of Gaming and Computer-Mediated…

Bidwell, S. (2010). Fnatic's 2009: A Photo Collage Kind of Thing. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 59–62). Norderstedt: Books on Demand GmbH.

Boudaoud, B., Spjut, J., & Kim, J. (2022). FirstPersonScience: An Open Source Tool for Studying FPS Esports Aiming. In ACM SIGGRAPH 2022 Talks (pp. 1-2).

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.

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

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…

Singh, S. (2022). FIFA 2022 game analysis using machine learning & computer vision (Master's thesis, University of Twente).

Muqaddas, A. S., Stange Tessinari, R., De Dios, O. G., Hugues Salas, E., Casellas, R., Luque, L., Channegowda, M., Giorgetti, A., Sgambelluri, A., Cugini, F., Moreno-Muro, F-J., Garrich, M., Pavón Mariño , P., Morro, R., Farrow, K., Lord, A.,…

Streubel, A. (2010). Female Teams im eSport: Re-Konstruktion der Kategorie Geschlecht.

Adams, J. L. (2016). Female Fighters: Perceptions of Femininity in the Super Smash Bros Community. Press Start, 3 (1), 99-114.

Salice, D. (2010). Federations in eSport. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 85-90). Norderstedt: Books on Demand.

Pishichik, V. I., Molokhina, G. A., Petrenko, E. A., & Milova, Y. V. (2019). Features of Mental Activity of Students- eSport Players. International Journal of Cognitive Research in Science, Engineering and Education, 7(2), 67-76.

Söderin, J. (2017). Feature Development for eSports Broadcasts With a Focus on the Intermission Between Matches. KTH, Stockholm.

Schmidt, S. L., & Holzmayer, F. (2018). FC Schalke 04 Esports. Decision Making in a Changing Ecosystem. WHU Publishing Case Number CSM-0001, 1–21.

Giannacco, C. (2015). Farewell Message Cloud. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 89–92). Norderstedt: Books on Demand GmbH.

Franco, J. (2019). Family Matters: Explaining Why Parental Involvement in eSports Is Changing and Why It's Important. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 117–120). Norderstedt: Books on Demand GmbH.

Törhönen, M., Sjöblom, M., Hassan, L., & Hamari, J. (2019). Fame and fortune, or just fun? A study on why people create content on video platforms. Internet Research, 30 (1).

Shisha, S. (2020). Fairness, Copyright, and Video Games: Hate the Game, Not the Player. Fordham Intell. Prop. Media & Ent. LJ, 31, 694.

Hagen, D. (2017). Fair Use, Fair Play: Video Game Performances and Let's Plays as Transformative Use. Wash. JL Tech. & Arts, 13, 245., HeinOnline

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

Xi, X., Xi, B., Miao, C., Yu, R., Xie, J., Xiang, R., & Hu, F. (2022). Factors influencing technological innovation efficiency in the Chinese video game industry: Applying the meta-frontier approach. Technological Forecasting and Social Change, 178,…

Xiao, M. (2019). Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action. Communication & Sport, 8(1), 92-122.

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,…

Lee, J.-Y., An, J.-W., & Lee, S.-W. (2014). Factors Affecting eSports Audience Satisfaction – The Case of League of Legends. Journal of Korea Game Society, 14(3), 35–46.

Postigo Fuentes, A. Y., & Fernández Navas, M. (2020). Factores que Influyen el Aprendizaje de Lengua Extranjera en los eSports. Un Estudio de Caso. Qualitative Research in Education, 9(2), 128-159.

Bowman, N. (2013). Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games. Media Psychology, 16(1), 39-64.

Trent, L. D., & Shafer, D. M. (2020). Extending Disposition Theory of Sports Spectatorship to ESports. International Journal of Communication, 14, 1049-1069.

Ching, K., Forti, E., & Rawley, E. (2021). Extemporaneous Coordination in Specialist Teams: the Familiarity Complementarity. Organization Science, 32(1), 1-17.

Wulf, T., Schneider, F. M., & Queck, J. (2021). Exploring viewers' experiences of parasocial interactions with videogame streamers on twitch. Cyberpsychology, Behavior, and Social Networking, 24(10), 648-653.

Cheng, M., Chen, L., & Yuen, A. H. (2022). Exploring the use of technology among newly arrived children in Hong Kong: from an e-sports and cultural capital perspective. Educational technology research and development, 70(5), 1931-1949.

Gandolfi, E., Ferdig, R. E., & Soyturk, I. (2021). Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale. New Media & Society, 14614448211027171.

Ghabashneh, E., & Rao, S. (2020,). Exploring the interplay between CDN caching and video streaming performance. In IEEE INFOCOM 2020-IEEE Conference on Computer Communications (pp. 516-525). IEEE.

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.

Hayday, E. J., & Collison, H. (2020). Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces. Social Inclusion, 8(3), 197-208.

Dubbels, B. R. (2018). Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. Hersheym, PA: IGI Global.

Mora-Cantallops, M., & Sicilia, M. A. (2018). Exploring Player Experience in Ranked League of Legends. Behavior and Information Technology, 37(12), 1224–1236.

Wongkar, M., Kindangen, P., & Gunawan, E. (2022). EXPLORING IMPULSIVE BUYING OF ESPORT PLAYER AMONG SAM RATULANGI UNIVERSITY STUDENTS. Jurnal EMBA: Jurnal Riset Ekonomi, Manajemen, Bisnis dan Akuntansi, 10(4), 705-716.

Yu, W. B., Beres, N. A., Robinson, R. B., Klarkowski, M., & Mirza-Babaei, P. (2022, April). Exploring Esports Spectator Motivations. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-6).

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).

Rambusch, J., Jakobsson, P., & Pargman, D. (2007). Exploring e-Sports: A Case Study of Gameplay in Counter-Strike. In A. Baba (Ed.), Situated Play: Proceedings of the Digital Games Research Association (DiGRA) Conference 2007 Tokyo: University of…

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

Hwang, J., & Kim, J. (2022). Exploring College Students’ Perceptions of Esports and Esports Academic Programs. Sport Management Education Journal, 1(aop), 1-11.

Brown, K. A., Billings, A. C., Lewis, M., Bissell, K. (2018). Explicating the Electricity of eSports: Motivations for Play and Consumption. In Bowman, N. (Ed.), Video Games: A Medium that Demands our Attention (pp. 178–192). New York, NY: Routledge.

Wohn, D. Y., Freeman, G., & McLaughlin, C. (2018). Explaining viewers' emotional, instrumental, and financial support provision for live streamers. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13).

Reeves, S., Brown, B., & Laurier, E. (2009). Experts at Play: Understanding Skilled Expertise. Games and Culture, 4(3), 205–227.

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).

Besombes, N. (2018). Exécution et mindgame dans les jeux vidéo de combat. Les deux facettes de la vidéomotricité dans l’e-sport. Movement & Sports Sciences/Sciences et Motricité, 99, 19-34.

Groen, M. (2013). Exclusion and Inclusion of Women in E-sport and the Example of StarCraft: Wings of Liberty. In K. Mitgutsch, S. Huber, J. Wimmer, M. Wagner & H. Rosenstingl (Eds.), Context Matters (pp. 235–240). Vienna: New Academic Press.

Smith, M., Sharpe, B., Arumuham, A., & Birch, P. (2022). Examining the Predictors of Mental Ill Health in Esport Competitors. In Healthcare (Vol. 10, No. 4, p. 626). MDPI.

Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109.

Trotter, M. G., Coulter, T. J., Davis, P. A., Poulus, D. R., & Polman, R. (2022). Examining the impact of school esports program participation on student health and psychological development. Frontiers in Psychology, 12, 1-12.

Pluss, M. A., Novak, A. R., Bennett, K. J., McBride, I., Panchuk, D., Coutts, A. J., & Fransen, J. (2022). Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study. Computers…

Hagiwara, G., Daisuke, A., & Takeshita, S. (2019). Examining effectiveness of e-sports activity in Japan. Journal of Human Sport and Exercise 14 (4proc). 1038-1045.

Meng-Lewis, Y., Lewis, G., Lin, Z., & Zhao, Y. (2022). Examination of Esports Fans’ Live Streaming Experiences Using an Extended Expectation-Confirmation Model: A Case Study of the King Pro League. International Journal of Human–Computer Interaction,…

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
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