Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).
Yee, Z. Y. (2022). Online esports competitive team finder web app with built-in tournament creator, custom lobby match-up and profile ratings based on participations and compliments (Doctoral dissertation, UTAR).
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…
Elzen, L. C. (2022). Esports as a novel way of socializing and networking for students and businesses: in and beyond COVID-19 times (Master's thesis, University of Twente).
McCutcheon, C. (2022). eSport, work, sport and play: relationships and pathways to a new continuum model (Doctoral dissertation, Macquarie University).
Woolhouse, R. A. (2022). Validation of the diagnostic criteria of Internet Gaming Disorder in the DSM-V among the esports community (Doctoral dissertation, University of Surrey).
Henry, C. (2022). Establishing a Conference Esports Program and Related Legal Issues: for Collegiate Esports. In Understanding Collegiate Esports (pp. 139-150). Routledge.
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…
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.
Hong, S. J., & Lee, S. K. (2022, October). Detecting In-Game Play Event in Live Esports Stream. In 2022 13th International Conference on Information and Communication Technology Convergence (ICTC) (pp. 1929-1931). IEEE.
Quan, L., & Yoo, C. (2022). The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory. Journal of Korea Game Society, 22(1), 109-118.
Pyun, H., Jang, W. E., Lee, G., Ryu, Y., Hwang, H., & Jeong, J. (2023). Determinants of Esports Highlight Viewership: The Case of League of Legends Champions Korea.
Akan, B. A. Y. R. A. K. D. A. R., Alin, L. A. R. İ. O. N., Işık, B. A. Y. R. A. K. T. A. R., & Pelin, A. V. C. I. (2022). The effects of esports on sleep: a systematic literature review. Ovidius University Annals, Series Physical Education &…
Bonkalo, T., Makeeva, V., Tsygankova, M., Rybakova, A., Aralova, E., & Plekhanova, E. (2022). Public attitudes to esports development based on the survey of university students and sports psychologists. Revista Conrado, 18(87), 346-351.
Wang, Y., Zheng, X., & Fan, T. (2022, August). Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media. In 2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI) (pp.…
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.
Agrawal, M., & Upadhyay, A. K. (2022). Understanding esports industry and impact of Covid-19 on it: a review of literature. Cardiometry, (22), 371-376.
Camilleri, P. (2022). Esports: A New Frontier for Inclusion Through Competitive Game Engagement. In Inclusive Digital Education (pp. 293-309). Cham: Springer International Publishing.
Bisht, A., Sharma, H. K., & Choudhury, T. (2022). Effect of esports Among Students in COVID Era. In Micro-Electronics and Telecommunication Engineering (pp. 517-524). Springer, Singapore.
Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).
Raphael, D. K., & Heng, P. H. (2022, April). Descriptive Study of eSports Viewership Motivation of Young Adulthood in Indonesia During The COVID-19 Pandemic. In 3rd Tarumanagara International Conference on the Applications of Social Sciences and…
Boudaoud, B., Spjut, J., Kim, J., Madhusudan, A., & Watson, B. (2022). Esports and expertise: what competitive gaming can teach us about mastery. Interactions, 29(6), 54-59.
Giakoni, F., López, M., Segado, F., Manzanares, A., & Mínguez, J. (2022). An implicit research methodology to evaluate advertising effectiveness in Esports streaming based on viewers’ gaze, cognitive and emotional responses. SPORT TK-Revista…
Black, W. L., & Gray, K. L. (2022). Using Esports to Amplify Historically Black Colleges and Universities: Shifting the Narrative. In Understanding Collegiate Esports (pp. 21-32). Routledge.
Hoffman, J. L., Pauketat, R., & Varzeas, K. A. (Eds.). (2022). Understanding Collegiate Esports: A Practitioner’s Guide to Developing Community and Competition. Taylor & Francis.
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.
Zaib Abbasi, A., Alqahtani, N., Tsiotsou, R. H., Rehman, U., & Hooi Ting, D. (2023). Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement.
Freitas, B. D. A., & Contreras-Espinosa, R. S. (2022). 6 How the Negative Public View of Videogames Threatens Esports Sponsors. Esports and the Media, 85.
Cho, Y., Cohen, E. S., Freund, A. E., Yip, J., & Lee, J. H. (2022). Coaching in Esports: Promoting Well-Being and Performance. In Understanding Collegiate Esports (pp. 68-77). Routledge.
Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C. (2022). The Social Media Impact of Esports: The Case of Esports on Facebook. In Esports and the Media (pp. 19-32). Routledge.
Argilés, M., Quevedo-Junyent, L., & Erickson, G. (2022). Topical Review: Optometric Considerations in Sports Versus E-Sports. Perceptual and Motor Skills, 00315125211073401.
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).
Anshari, F., Evangelina, J., & Abbabil, S. U. (2022). Commodifiaction Of Workers On Esports Athletes In Digital Sports Industry. Jurnal Komunikasi, 14(2), 277-298.
Sakamoto, T. (2022). Phenomenological Critique of the esports Experience: Focusing on Similarities with Drone Weapons. International Journal of Sport and Health Science, 202141.
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.
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).
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.
Bai, D., Chen, L., Wang, Y., & Guan, G. (2022). Esports Industry, Video Game Industry and Economic Growth: An Empirical Research in China. Video Game Industry and Economic Growth: An Empirical Research in China (April 3, 2022).
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).
Felczak, M. (2022). Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events. In Video Games and Comedy (pp. 233-250). Palgrave Macmillan, Cham.
Machado, S., Sant’Ana, L. D. O., Travassos, B., & Monteiro, D. (2022). Anodal Transcranial Direct Current Stimulation Reduces Competitive Anxiety and Modulates Heart Rate Variability in an eSports Player. Clinical Practice and Epidemiology in Mental…
Polat, V., & Şenbiçer, Ş. (2022). Esports Business and Cyberbullying: Risks and Precautions. In Handbook of Research on Digital Citizenship and Management During Crises (pp. 94-115). IGI Global.
Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M. (2022). “Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports. Frontiers in Sports and Active Living, 4.
Cardoso, A., & Almeida, V. (2022). The Virtual Meets the Real in Sports World: Is There a Circular Effect Between Traditional Sports and eSports Fan Identification?. Brazilian Business Review.
Li, M., & Xiong, H. (2022). Virtual identities and women’s empowerment: the implication of the rise of female esports fans in China. Sport in Society, 1-23.
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.
Nufer, G., & Mariot, D. (2022). Branding in eSports: An Empirical Analysis of the Specifics of Public Relations Compared to Traditional Sports. IUP Journal of Brand Management, 19(2).
Bonnevie, E., Paczkowski, M. M., Barth, C., Janzen, T., Wartella, E., & Smyser, J. (2022). A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative. NEJM Catalyst…
Kim, S. J. (2022). THE ESPORT POINTS OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT ORGANIZATIONS.
Klíma, O. (2022). Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports. American Journal of Cultural Sociology, 10(4), 570-595.