Browse Items (1774 total)

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., 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.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.

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.

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

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.

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

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.…

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

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

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

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. (2021). 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, 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.

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

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.

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

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., & 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. (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). “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., 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).

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

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

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.

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.

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.

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

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.

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

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.

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

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

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

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

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

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…

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.

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.

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

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

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

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

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

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. & 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.

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.

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).…

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

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

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

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

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

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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.

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

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

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.

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

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

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

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

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.

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.

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

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. 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., & 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

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

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.

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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Khan, I. (2017). Control Freak: How an Injured eSports Athlete Got Back into the Game. CUNY Academic Works, Fall 2017.

Khir, M. M., Maon, S. N., & Demong, N. A. R. (2022). Healthy eSport Engagement for eSport Athletes: A Proposal for A Research Framework. Journal of Entrepreneurship, Business and Economics, 10(2), 110-126.

Khromov, N., Korotin, A., Lange, A., Stepanov, A., Burnaev, E., & Somov, A. (2018). Esports Athletes and Players: A Comparative Study. arXiv

Kilci, A. K., & Yalçıner, S. (2020). Dijital Spor Oyunları Oynama Motivasyonu’nun Ahlâki Karar Alma Tutumlarına Etkisi: EsporOyuncuları Üzerine Bir Araştırma (Effect Of Digital Sports Games Playing Motivation On Attitutes To Moral Decision-Making: A…

Kim, B. (2016). Yellowstar: Devenez un champion de League of Legends. Paris: Éditions Albin Michel.

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.…

Kim, H. E. (2022). Where Esport Law Does not Exist. Available at SSRN 4047288.

Kim, H. M., & Kim, S. (2022). The show must go on: Why Korea lost its first-mover advantage in Esports and how it can become a major player again. Technological Forecasting and Social Change, 179, 121649.

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.

Kim, J., & Kim. M. (2020). Spectator E-sport and Well-being through Live Streaming Services. Technology in Society, 63.

Kim, J., Bae, K., Park, E., & del Pobil, A. P. (2019). Who will subscribe to my streaming channel? The case of twitch. In Conference Companion Publication of the 2019 on Computer Supported Cooperative Work and Social Computing (pp. 247-251).

Kim, J., Jung, Y., Yeo, H., Ye, J., & Han, D. (2020). Neural-enhanced live streaming: Improving live video ingest via online learning. In Proceedings of the Annual conference of the ACM Special Interest Group on Data Communication on the…

Kim, J., Park, K., Song, H., Park, J. Y., & Cha, M. (2020). Learning how spectator reactions affect popularity on twitch. In 2020 IEEE International Conference on Big Data and Smart Computing (BigComp) (pp. 147-154). IEEE.

Kim, S. H., & Thomas, M. K. (2015). A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-cultural Dimensions of the Development of Expertise. Asian Journal of Information Technology, 14(5), 176–186.

Kim, S. J. (2022). THE ESPORT POINTS OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT ORGANIZATIONS.

Kim, S., & Manoli, A. E. (2022). Public relations: the missing element in the eSport governance. Managing Sport and Leisure, 1-5.

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.…

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,…

Kim, Y. (2013). A Study of Wellness Core Technology and E-Sports. In IT Convergence and Security Proceedings. Piscataway, NJ: IEEE.

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Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The Rise of E-Sports and Potential for Post-COVID Continued Growth. Sport in Society, published online before print.

Kim, Y. J., Choi, M. J., & Cha, Y. S. (2012). A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills. In Ubiquitous and Future Networks Conference Proceedings (pp. 471–475).…

Kim, Y. J., Engel, D. Wooley, A. W., Lin, J. Y. T., McArthur, N., & Malone, T. W. (2017). What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends. CSCW, 2316-2329.

Kim, Y., & Ross, S. D. (2006). An Exploration of Motives in Sport Video Gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 34-46.

Kim, Y., Ko, Y., Lee, S. & Ross, S. D. (2007). An Exploration of Motives in Online Sport Video Gaming. Book of Abstracts of North American Society for Sport Management (NASSM), 225-226.

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…

Kirkegaard, E. O. W. (2018). Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports. PsyArxiv.
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