Browse Items (1774 total)

Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports' Place within the Olympic Movement. Sport, Ethics and Philosophy.

Partin, W. C., & Bull, I. (2021). What is Esports History a History Of? ROMchip, 3(1).

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

Can, O., & Foxman, M. (2021). Out of the Cafe and into the Arena - Esports Spaces and Neoliberalization in Turkey. ROMchip, 3(1).

Taylor, N. (2021). Kinaesthetic Masculinity and the Prehistory of Esports. ROMchip, 3(1).

Fickle, T. (2021). Made in China - Gold Farming as Alternative History of Esports. ROMchip, 3(1).

Bull, I. (2021). Translation is Labor, and Other Contradictions - An Interview with Gatamchun. ROMchip, 3(1).

Partin, W. C., & Howard, M. J. (2021). The Origins of Esports Scholarship - A Group Interview. ROMchip, 3(1).

Rusk, F., Ståhl, M., & Silseth, K. (2021). Player Agency, Team Responsibility, and Self-Initiated Change: An Apprentice's Learning Trajectory and Peer Mentoring in Esports. In M. Harvey, & R. Marlatt (Ed.), Esports Research and Its Integration in…

Chan, G., Hupo, Y., Kelly, S., Leung, J., & Tisdale, C. (2021). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, in press.

Amor, J. S. C., Pérez-Campos, C., & Molina-García, N. (2020). Brand Image in Esports Events. Differences between Players and Non-Players. Journal of sport economics & management, 10(2), 102-113.

Shmatenko, L. (April 29, 2021). eSports – 'It's in the Game': The Naissance of a new Field of International Arbitration. In C. González-Bueno (Ed.), 40 under 40 International Arbitration 2021 (pp. 393-410). Available at SSRN:…

Möckel, M. (2021). E-Sport Training: Lehrbuch für Trainerinnen und Trainer. Berlin: Academia.

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

Migliore, L. (2021). What Is Esports? The Past, Present, and Future of Competitive Gaming. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 1-16). Cham: Springer.

Migliore, L., & Beckman, K. (2021). Upper Extremity Disorders in Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 17-70). Cham: Springer.

Migliore, L., & McGee, C. (2021). Neck and Back Disorders in Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 71-118). Cham: Springer.

McGee, C. (2021). Lower Extremity Disorders in Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 119-150). Cham: Springer.

McGee, C. (2021). The Ergonomics of Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 151-165). Cham: Springer.

Bousquet, J., & Ertz, M. (2021). eSports: Historical Review, Current Stte, and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunitites Into the Business of Esports (pp. 1-14). IGI Global.

Stauff, M., & Vogan, T. (2021). Legitimizing and institutionalizing eSports in the NBA 2K League. In M. L. Butterworth (Ed.), Communication and Sport (pp. 387-402). Berlin: de Gruyter.

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

Mateo-Orcajada, A., Abenza-Cano, L., & Vaquero-Cristóbal, R. (2022). Analyzing the changes in the psychological profile of professional League of Legends players during competition. Computers in Human Behavior, 126, 107030.

Schöber, T. (2021, April 30). Definitionen und Diskussion: Sport, Gaming und E-Sport. Retrieved from https://www.paidia.de/definitionen-und-diskussion-sport-gaming-und-e-sport/

Diegel, M. (2021). Relevanz von Markenerweiterungsstrategien für Vereine im eSport. In M. Diegel (Ed.) Markenerweiterungsstrategien professioneller Sportvereine im eSport: Innovatives Markenmanagement (pp. 3-24), Wiesbaden: Springer Gabler.…

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

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.

Do, S., Chang, M., & Lee, B. (2021). A Simulation Model of Intermittently Controlled Point-and-Click Behaviour. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA,…

Park, E., Lee, S., Ham, A., Choi, M., Kim, S., & Lee, B. (2021). Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems.…

Park, E., & Lee, B. (2020). An Intermittent Click Planning Model. CHI 2020, April 25-30, 1-13. 10.1145/3313831.3376725.

Lee, B., Nancel, M., Kim, S., & Oulasvirta, A. (2020). AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing…

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,…

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.…

Lee, B., Kim, S., Oulasvirta, A., Lee, J.-I., & Park, E. (2018). Moving Target Selection: A Cue Integration Model. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA,…

Lee, B., & Oulasvirta, A. (2016). Modelling Error Rates in Temporal Pointing. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). Association for Computing Machinery, New York, NY, USA, 1857–1868.…

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,…

Jacobson, J. M. (2021). The Essential Guide to the Business & Law of Esports & Professional Video Gaming. Boca Raton: CRC Press.

Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement. Sport, Ethics and Philosophy, DOI: https://doi.org/10.1080/17511321.2021.1945669

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.

Cestino, J., Macey, J., & McCauley, B. (2021). Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism. In Proceedings of the 5th International GamiFIN Conference, GamiFIN 2021. CEUR-WS.…

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.

Mattinen, T., & Macey, J. (2018, October). Online Abuse and Age in Dota 2. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 69-78).

Sjöblom, M., Macey, J., & Hamari, J. (2020). Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating. Internet Research. Ahead-of-print. doi: 10.1108/INTR-07-2018-0304

Pérez Cortés, L. E. (2021). Literacies at Play: Digital-Age Literacies in High School Esports (Doctoral Dissertation). Arizona State University, Tempe.

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

Bousquet, J., & Ertz, M. (2021). eSports: Historical Review, Current State, and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 1-24 ). IGI Global.

Andrews, S. K., & Crawford, C. M. (2021). Barriers, Issues, and Similarities Among Women in eSports and Similar Mixed Gender Sports: Ascertaining Common Ground. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities…

Michael, T. B., & Williams, M. A. (2021). Pwning Noobs for Fun and Profit: eSports and Entrepreneurship. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 47-66). IGI Global.

Bart, W. M. (2021). What Competitive Chess Can Learn From eSports: Present and Future Prospects. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 67-85). IGI Global.

Savage, N., & O’Reilly, N. (2021). Burgeoning Growth of eCycling as an eSport. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 86-103). IGI Global.

Beek, R. M., Verschueren, J. F., & Derom, I. (2021). Soccer Esports in Europe: Brands, Partnerships, and Business Opportunities in Professional Football. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into…

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…

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…

Reavis, D. (2021). Recruiting Faculty for Esports Programs in Academia. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 179-199). IGI Global.

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.…

Lee, J.-y. D., Chou, W.-h. W. (2021). Art Education in eSports: How to Incorporate Aesthetics Into the eSport Marketing Curriculum. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports…

Engerman, J. A., Otto, R. F., & VanAuken, M. (2021). EsportsU Digital Warrior Camp: Creating an Esports-Based Culturally Relevant Computing Living Learning Camp. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and…

Polka, W. S., VanHusen, M. J., & Carlson, J. (2021). Incorporating Key Human “High-Touch” Needs Into eSports: The Effective Game Zone. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of…

Perreault, G. P., & Perreault, M. F. (2021). eSports as a News Speciality Gold Rush: Communication Ecology in the Domination of Traditional Journalism Over Lifestyle Journalism. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways…

Travassos Rosário, A., & Raimundo, R. G. (2021). Marketing and Sponsorship of Esports Without Getting Ganked: Understanding Past Research and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities…

Becka, L., Antón, M., & Barrios, D. E. (2021). The Role of Esports Events in the Tourism Industry: The Cases of Spain and Argentina. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of…

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…

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).…

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.

Hiltscher, J., & Scholz, T. M. (2021). eSports Yearbook 2019/20. Norderstedt: Books on Demand GmbH.

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.

Völkel, L. (2021). Dynamic Capabilities in Professional eSports Teams. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 10-37). Norderstedt: Books on Demand.

Schöber, T. (2021). eSports: Mass Sport and Its Role in Germany. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/29 (pp. 38-41). Norderstedt: Books on Demand.

Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2021). The Power of Videogame Publishers as a Threat to eSports Sponsors. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 42-53). Norderstedt: Books on Demand.

Filiz, N. (2021). Are 'Olympic' eSports Morally Justifiable?. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 54-61). Norderstedt: Books on Demand.

Rabu, G. (2021). Does eSports Industry Need State Recognition? A Brief Analysis in the Light of French Law. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 62-69). Norderstedt: Books on Demand.

Scholz, T. M. (2021). Assembling Intercultural Teams in eSports - Implications from the League of Legends European Championship. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 70-83). Norderstedt: Books on Demand.

Armstrong, K. (2021). Interactivity, Ethical Behaviors, And Transmediation in eSports: An Analysis of Pokémon Through Uses and Gratifications Theory. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 84-107). Norderstedt: Books on…

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.

Jackson, J. (2021). Risks in eSports and Company Stakeholder Responsibility. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 115-136). Norderstedt: Books on Demand.

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),…

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

Anyi Wan Jr, J., Alif bin Kamal, A. & bin Abd Rahman, S. (2021). Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process. Journal of IT in Asia, Vol 09, 2021, 49-64.

Nothelfer, N. & Petschinka, P. (2022). Wetten auf eSport-Ereignisse in Deutschland und Österreich. Sport- und E-Sportrecht in der Praxis, 20-25.

Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.

Falcão, T., Marques, D., Mussa, I. & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. Gameviroments, No. 13, 382-419.

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),…

Nothelfer, N. & Trunk, D. (2022). Virtuelle Sportsimulationen in verbands- und rechtspolitischer Hinsicht. Sport- und E-Sportrecht in der Praxis, 66-72.

Piska, C., & Petschinka, P. (2019). eSport in Österreich: eine rechtliche Navigationshilfe. Zeitschrift für Energie- und Technikrecht, 63-69

Piska, C., & Petschinka, P. (2019). eSport: alte Rechtsfragen - neu gestellt. ecolex - Zeitschrift für Wirtschaftsrecht, 637-639

Petschinka, P. (2021). Zwischen jugendgefährdenden Medien und Alterskennzeichnungen: Jugendschutzrechtliches zum eSport in Österreich. SpoPrax - Sport- und E-Sportrecht in der Praxis, 164-169.

Chae, H., & Lee, SJ. (2021). 오버워치 캐릭터의 성격과 체형이 게이머에 따라 다르게 인식될까. e스포츠연구, 3(1), 1-14

Witkowski, E., Midgley, G., Stein, Abe, Miller, G, & Diamond, J. (2021). Racing with the industry: an interview on motorsports, esports, livestreaming and the COVID-19 pandemic. Sport in Society

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Saiz-Alvarez, J. M., Palma-Ruiz, J. M., Valles-Baca, H. G., Fierro-Ramírez, L. A. (2021). Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results. Sustainability, 13, 10890.

Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.

Ruotsalainen, M., & Välisalo, T. (2021). Esports fandom in the age of transmedia: the reception of the overwatch league. Eracle - Journal of Sport and Social Sciences, 4(1): 11-35.

McLeod, C. M., Xue, H., & Newman, J. I. (2021). Opportunity and inequality in the emerging esports labor market. International Review for the Sociology of Sport.

Yue Meng-Lewisa, Y., Wong, D., Zhao, Y. & Lewis, G. (2021). Understanding complexity and dynamics in the career development of eSports athletes. Sport Management Review

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

Zhao, Y., & Lin, Z. (2020).Umbrella platform of Tencent eSports industry in China. Journal of Cultural Economy.

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.

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