Browse Items (1766 total)

Whalen, S. J. (2013). Cyberathletes- Lived Experience of Video Game Tournaments. Doctoral Dissertation. University of Tennessee, Knoxville.

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.…

Werder, K. (2022). Esport. Business & Information Systems Engineering, 1-7.

Werdenich, G. (2010). PC Bang, E-Sport und der Zauber von StarCraft. vwh Verlag.

Wendeborn, T., Schulke, H. J. & Schneider, A. (2018). eSport: Vom Präfix zum Thema für den organisierten Sport?! German Journal of Exercise and Sport Research, 48(3), 451-455.

Wells, J. E., Harrolle, M. G., MacAulay, K. D., Greenhalgh, G., & Morgan, S. C. (2022). Integration of Esports in Educational Innovation: A Design-Based Research Approach. Sport Management Education Journal, 1(aop), 1-12.

Weiss, T., & Schiele, S. (2013). Virtual Worlds in Competitive Contexts: Analyzing eSports Consumer Needs. Electronic Markets, 23(4), 307–316.

Weiss, T. (2008). Cultural Influences on Hedonic Adoption Behavior: Propositions Regarding the Adoption of Competitive Video and Computer Online Gaming. In Proceedings of the SIG-DIGIT Workshop 2008.

Weinreb, B. I. (2021). Esports and Harassment: Analyzing Player Protections in a Hostile Work Environment. California Western Law Review, 57(2), 473-504.

Wechsler, K., Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen. International Journal of…

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

Webster, C. (2011). Rising to the Challenge. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 44–49). Norderstedt: Books on Demand GmbH.

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

Wearing, J. (2022). Online toxicity as violence in esports: a League of Legends case study (Doctoral dissertation, Macquarie University).

Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspective on eSports. Public Health Reports, 135(3), 295-298.

Watson, M., Smith, D., Fenton, J., Pedraza-Ramirez, I., Laborde, S., & Cronin, C. (2022). Introducing esports coaching to sport coaching (not as sport coaching). Sports Coaching Review, 1-20.

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

Warnholz, C. (2011). A Cinderella Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 76–79). Norderstedt: Books on Demand GmbH.

Wardle, H., Petrovskaya, E., & Zendle, D. (2020). Defining the Esports Bettor: Evidence from an Online Panel Survey of Emerging Adults. International Gambling Studies, published online before print.

Wardle, H. (2021). When Games and Gambling Collide: Modern Examples and Controversies. In Wardle, H., Games Without Frontiers? Socio-historical Perspectives at the Gaming/Gambling Intersection (pp. 35-77). Palgrave Macmillan.

Wardaszko, M., Ćwil, M., Chojecki, P., & Dąbrowski, K. (2019). Analysis of Matchmaking Optimization Systems Potential in Mobile Esports. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Ward, M. R., & Harmon, A. D. (2019). ESport Superstars. Journal of Sports Economics, 20(8), 987-1013.

Wang, Z., & Yoshinaga, N. (2022). Esports Data-to-commentary Generation on Large-scale Data-to-text Dataset. arXiv preprint arXiv:2212.10935.

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

Wang, Z. (2022). The electric brain: new intelligent agents in esports.

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.…

Wang, W., & Fan, J. (2022). Topic mining of real-time discussions: what catches the attention of live-streaming esports viewers?. European Sport Management Quarterly, 1-22.

Wang, M. (2018). Team Queue – A Mobile Application Which Provides a Third Party Stage for an E-Sports Service Provider. Master’s thesis. Rochester Institute of Technology, Rochester.

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Wang, H., Yang, H.-T., & Sun, C.-T. (2015). Thinking Style and Team Competition Game Performance and Enjoyment. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 243-254.

Wang, C., Chen, H., & Huang, P. (2020). Towards Cost Effective Server Population Estimation: A Case Study of Twitch. In Companion Proceedings of the Web Conference 2020 (pp. 38-39).

Wang, C. M., Hong, J. C., Ye, J. H., & Ye, J. N. (2022). The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players. Entertainment Computing, 42, 100489.

Walzel, S., & Schubert, M. (2018). Perspektiven des Sportsponsorings. Springer Gabler: Berlin, Heidelberg.

Walton, D. R. (2022). Is Esport a Good Fit? An Analysis of Sport Consumer Evaluations (Doctoral dissertation, The Ohio State University).

Wahab, A., Ahmad, N., & Schormans, J. (2020). Variation in QoE of passive gaming video streaming for different packet loss ratios. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) (pp. 1-4). IEEE.

Wagner, M. (2007). Competing in Metagame Gamespace. Metapress.

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Wagner, M. (2006). On the Scientific Relevance of eSport. In Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development. Las Vegas, Nevada: CSREA Press.

Vukelic, N., & Jorgensen, T. J. (2018). The Wild West of eSports. What Motivates Individuals to Work in the Industry. Master’s Thesis. Copenhagen Business School.

Vosmeer, M., Ferri, G., Schouten, B., & Rank, S. (2016). Changing roles in gaming: Twitch and new gaming audiences. In Proceedings of 1st International Joint Conference of DiGRA and FDG, Dundee, Scotland, UK (pp. 1-2).

Voorhees, G., & Orlando, A. (2018). Performing Neoliberal Masculinity: Reconfiguring Hegemonic Masculinity in Professional Gaming. In Masculinities in Play. New York, NY: Palgrave Macmillan.

von Au, C. (2018). Play. Das Leben als Pro Gamer. Carlsen.

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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.

Vo, L. A. " Women in Esport: Exploring the overt and subtle barriers of women in Esports.

Villar, J. G., & Murillo, C. (2018). eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence from Sports Video Games. Barcelona GSE Working Paper: 1059

Vieira, V. A. (2020). When Following Digital Influencers on Social Media and Buying their Products Used Shapes Consumption. In CLAV 2020.

Versteeg, C. (2010). Easy to Learn, Hard to Master. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 63–66). Norderstedt: Books on Demand GmbH.

Verret, V. (2018). My Video Game Training Journal (Ultra Edition): An Activity Book for Aspiring Professional Players! Createspace Independent Publishing Platform.

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

Verhoeff, G. (2019). Professionalization of eSports Broadcasts The Mediatization of DreamHack Counter-Strike Tournaments. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 97–113). Norderstedt: Books on Demand GmbH.

Verchere, R. (2013). Du monde du sport au monde du jeu vidéo, La fabrique des mondes vidéoludiques − Game Studies ? à la française ! ENS Lyon, Lyon.

Chihuailaf, L., Concha, R., i Türk, Y. (2022). Sexism and misogyny in sports. Revista Catalana de Pedagogia, 21, 21-35.

Velichkovsky, B. B., Khromov, N., Korotin, A., Burnaev, E., & Somov, A. (2019). Visual Fixations Duration as an Indicator of Skill Level in eSports.

Vari, J. (2022). Une agentivité inégalitaire: jeux vidéo et accessibilité des filles à la parole publique. Education et societes, 47(1), 133-149.

Vari, J. (2022). Unequal agency: video games and girls’ access to public debate. Education et societes, 47(1), 133-149.

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

Vanegas, J. C., Ochoa, G. V., & Gutierrez, J. C. (2018). Scientometric Analysis of Research on eSports from 2007 to 2017. Contemporary Engineering Sciences, 11(70), 3463-3471.

Vanaskie, M., Green, W., Kutelski, D., & Shapiro, D. (2018). Emerging Leaders of Gaming – Sports Betting Webinar: Opportunities Inside and Out of Nevada. Gaming Law Review, 22(1), 40-51.

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van Kempen, S. J., Van der Spek, E. D., & Wallner, G. (2022, October). The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players. In Entertainment Computing–ICEC 2022: 21st IFIP TC 14 International…

Van Hilvoorde, I., & Pot, N. (2016). Embodiment and Fundamental Motor Skills in eSports. Sports, Ethics and Philosophy, 10(1), 14-27.

Van Hilvoorde, I. (2016). Sport and Play in a Digital World. Sport, Ethics and Philosophy, 10(1), 1–4.

Van Ditmarsch, J. (2013). Video Games as a Spectator Sport. How Electronic Sports Transforms Spectatorship. Master Thesis. Utrecht University.

Valladao, S. P., Middleton, J., & Andre, T. L. (2020). Esport: Fortnite Acutely Increases Heart Rate of Young Men. International Journal of Exercise Science, 13(6), 1217-1227.

Välisalo, T., & Ruotsalainen, M. (2022). “Sexuality does not belong to the game”: Discourses in Overwatch Community and the Privilege of Belonging. Game Studies: the international journal of computer game research, 22(3).

Välisalo, T., & Ruotsalainen, M. (2022). Player Reception of Change and Stability in Character Mechanics. Modes of Esports Engagement in Overwatch, 67.

Välisalo, T., & Ruotsalainen, M. (2018). Overwatch: The Game, the eSports, and Transmedial User Practices. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Vahlo, J., & Karhulahti, V. M. (2022). Two Overwatch Player Profiles. In Modes of Esports Engagement in Overwatch (pp. 11-30). Palgrave Macmillan, Cham.

V. Thiruchelvam and W. Bee Suan, "Recognizing Esports as a Sport from an Academic Perspective," 2022 IEEE International Conference on Distributed Computing and Electrical Circuits and Electronics (ICDCECE), Ballari, India, 2022, pp. 1-4, doi:…

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).

Uszkoreit, L. (2018). With great power comes great responsibility: video game live streaming and its potential risks and benefits for female gamers. In Feminism in Play (pp. 163-181). Palgrave Macmillan, Cham.

Unsworth, N., Redick, T. S., McMillan, B. D., Hambrick, D. Z., Kane, M. J., & Engle, R. W. (2015). Is Playing Video Games Related to Cognitive Abilities. Psychological Science, 26, 759-774.

Umehara, D. (2016). The Will to Keep Winning. Shogakukan Inc.

Ücüncüoglu, M., & Cakir, V. O. (2017). Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma. İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.

Tyrväinen, V. (2018). Influence of Esports Spectating on Customer Retention in Freemium Video Games. Master’s Thesis. Tampere University of Technology, Tampere.

Tween, D., Patel, A., de Fays, M.-M. (2020). Mandatory Commissions in the Distribution of Esports: Lifting the Veil on Antitrust Issues. The Licensing Journal, 40, 10-12.

Tweedie, J. W., Rosenthal, R. R., & Holden, J. T. (2022). Doping in esports. In Social Issues in Esports (pp. 101-114). Routledge.

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Turtiainen, R., Friman, U., & Ruotsalainen, M. (2020). ‘Not Only for a Celebration of Competitive Overwatch but Also for National Pride’: Sportificating the Overwatch World Cup 2016. Games and Culture, 15(4), 351-371.

Türkay, S., Formosa, J. Adinolf, S., Cuthbert, R., & Altizer, R. (2020). See No Evil, Hear No Evil, Speak No Evil: How Collegiate Esports Players Define, Experience and Cope with Toxicity. In CHI ’20: Proceedings of the 2020 CHI Conference on Human…

Türkay, S., & Adinolf, S. (2017). Appeal of Online Collectible Card Games: Social Features of Hearthstone. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 622-627). ACM.

Tucker, J. C. (2022). A Study of Leadership Behaviors in Esports Contexts (Doctoral dissertation, Utah State University).

Tseng, Y.-S. (2020). The Principles of Esports Engagement: A Universal Code of Conduct. Journal of Intellectual Property Law, 27(2), 209-250.

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.

Trotter, M. G., Coulter, T. J., Davis, P. A., Poulos, D. R., & Polman, R. (2020). The Association between Esports Participation, Health and Physical Activity Behaviour. International Journal of Environmental Research and Public Health, 17, 7329.

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).

Triberti, S., Milani, L., Grumi, S., Peracchia, S., Curcio, G., & Riva, G. (2018). What Matters is When You Play: Investigating the Relationship Between Online Video Games Addiction and Time Spent Playing over Specific Day Phases. Addictive Behaviors…

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.

Trepte, S., Reinecke, L., & Jüchems, K. (2012). The Social Side of Gaming. How Online Computer Games Creates Online and Offline Social Support. Computers in Human Behavior, 28, 83.

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

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…

Trancoso Jiminéz, J. (2016). E-Sports evolución y tratamiento en los medios. El caso League of Legends. Université de Séville.

Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sciences, 10(11), 859.

Toth, A. J., Ramsbottom, N., Constantin, C., Milliet, A., & Campbell, M. J. (2021). The Effect of Expertise, Training and Neurostimulation on Sensory-Motor Skill in Esports. Computers in Human Behavior, 121 (2021),

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.

Toth, A. J., Conroy, E., & Campbell, M. J. (2021). Beyond action video games: Differences in gameplay and ability preferences among gaming genres. Entertainment Computing, 38, 100408.

Torres-Toukoumidis, A., Marín-Gutiérrez, I., & Caldeiro, M. C. (2022). 7 Communication Experts’ Perspective on Esports. Esports and the Media, 104.

Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.

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).

Törhönen, M., Sjöblom, M., & Hamari, J. (2018). Likes and Views: Investigating Internet Video Content Creators Perceptions of Popularity. Proceedings of the the 2nd International GamiFIN Conference, Pori, Finland, 108-114.

Törhönen, M., Hassan, L., Sjöblom, M., & Hamari, J. (2019). Play, playbour or labour? The relationships between perception of occupational activity and outcomes among streamers and YouTubers. In: Proceedings of the 52nd Hawaii International…

Törhönen, M., Giertz, J., Weiger, W. H., & Hamari, J. (2021). Streamers: the new wave of digital entrepreneurship? Extant corpus and research agenda. Electronic Commerce Research and Applications, 46, 101027.

Toomey, R. P. (2019). Upholding the Integrity of Esports to Successfully and Safely Legitimize Esports Wagering. Gaming Law Review, 23(1), 12-18

Tong, B. A. (2017). A New Player has Entered the Game: Immigration Reform for eSports Players. Jeffrey S Moorad Sports Law Journal, 24, 351–386.
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