Browse Items (1774 total)

Morris, S. (2003). WADs, Bots and Mods Multiplayer FPS Games as Co-creative Media. DIGRA Conference.

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…

Mora, P., & Heás, S. (2003). Du joueur de jeux vidéo à l’e-sportif: vers un professionnalisme florissant de l’élite? La pratique du jeu vidéo : réalité ou virtualité, 131-146.

Mora, P., & Héas, S. (2002). Le corps dans l’e-sport. Journées d’études « Internet, jeu et socialisation »

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Mora, P. (2009). Des J.O à la FFJV : PES et la construction sociale du sport . Les cahiers du jeu vidéo, n° 2, Football Stories, pix’n love, 140-150.

Mora, P. (2005). Derrière l’e-sport : un conflit d’experts de jeux réseaux compétitifs. In T. Fortin, P. Mora & L. Trémel (Eds.), Les jeux vidéo : pratiques, contenus et enjeux sociaux (pp. 25-121). Paris, L’Harmattan, coll. « Champs Visuels ».

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

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Player-centric Networks in League of Legends. Social Networks, 55, 149-159.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). MOBA Games: A Literature Review. Entertainment Computing.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Team Efficiency and Network Structure: The Case of Professional League of Legends. Social Networks, 58, 105-115.

Mooney, C. (2017). Inside the E-Sports Industry. Norwood House Press.

Monteiro Pereira, A., Costa, J. A., Verhagen, E., Figueiredo, P., & Brito, J. (2022). Associations Between Esports Participation and Health: A Scoping Review. Sports Medicine, 1-22.

Molho V. & Guillot J.-P. (2016). L’e-sport, véritable discipline sportive. La semaine juridique, entreprise et affaires, (41), 22-25.

Moisy, M., & Mora, P. (2007). Rencontre avec les champions : les goodgame, in F. Beau (Ed.), avec la collaboration de D. Kaplan et L. Gille, Culture d’Univers. Jeux en réseaux, mondes virtuels, le nouvel âge de la société numérique, Limoges, FYP…

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Möglich, J. (2019). Competitive Gaming Between the Oceans. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 148–156). Norderstedt: Books on Demand GmbH.

Möglich, J. (2015). KILLERFISH eSports e.V. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 51–54). Norderstedt: Books on Demand GmbH.

Moeller, R. M., Esplin, B., & Conway, S. (2009). Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and the Discourse of Online Sports Gamers. Game Studies, 9(2).

Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).

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

Misra, A., & Danwani, A. (2012). The World of eSports Through a Girl Gamer’s Eye. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 59-61). Norderstedt: Books on Demand GmbH.

Miroff, M. (2018). Tiebreaker: An Antitrust Analysis of Esports. Columbia Journal of Law and Social Problems, 52(2), 177-223.

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Mikail, B. A. T. U., KOCAÖMER, C., Onur, T. O. S., & KOCAÖMER, N.,(2022). Understanding Motivational Factors Influencing Intention to Play Esports Games in Türkiye. TRT Akademi, 7(16), 1032-1051.

Mihailova, T. (2020). Navigating ambiguous negativity: A case study of Twitch. tv live chats. New Media & Society, 1461444820978999.

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

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. (2022). (E) sports Medicine on Campus. In Understanding Collegiate Esports (pp. 78-105). Routledge.

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.

Mieth, T. (2014). Abrufen zusätzlicher Informationen bei Videostreams im eSport: Entwicklung einer Möglichkeit zur Anzeige von zusätzlichen Informationen bei Übertragungen im Web. AV Akademikerverlag.

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.

Micallef, D., Parker, L., Brennan, L., Schivinski, B., & Jackson, M. (2022). Improving the Health of Emerging Adult Gamers—A Scoping Review of Influences. Nutrients, 14(11), 2226.

Micallef, D., Brennan, L., Parker, L., Schivinski, B., & Jackson, M. (2021). Where Do Online Games Fit into the Health Behavior Ecology of Emerging Adults: A Scoping Review. Nutrients, 13, 2895.

Miah, A., & Fenton, A. (2020). Esports in the Olympic & Paralympic Games: The Business Case for Integration. In D. Chatziefstathiou, B. Garcia & B. Séguin (Eds.), The Routledge Handbook of the Olympic and Paralympic Games, Oxon and New York, NY:…

Miah, A. (2020). How Do Esports Companies Support Their Community’s Wellness?. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/18/html

Miah, A. (2017). Sport 2.0 – Transforming Sports for a Digital World. Massachusetts: The MIT Press.

Meyer, M. (2010). How a Hobby Became Some Kind of Destiny. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 47–50). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2017). A Turning Point for FPS Games. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 49–51). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2015). Shootmania - The Bizarre Quest of Creating an eSports Game. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 33–35). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2012). What Happened to Quake? A Though Year for Our Most Beautiful Game. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 75–82). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2011). The Lessons eSports Should Learn From The Recession. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 54–61). Norderstedt: Books on Demand GmbH.

Meng-Lewis, Y., Wong, D., Zhao, Y., & Lewis, G. (2020). Understanding Complexity and Dynamics in the Career Development of eSports Athletes. Sport Management Review.

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,…

Mendoza, G., Clemente-Suaréz, V. J., Alvero-Cruz, J. R., Rivilla, I., García-Romero, J., Fernández-Navas, M., de Albornoz-Gil, M. C., & Jiménez, M. (2021). The Role of Experience, Perceived Match Importance, and Anxiety on Cortisol Response in an…

Mendoza, G., Bonilla, I., Chamarro, A., Jiménez, M., & Barcelona, V. (2022). Defining what an esports player is. A systematic review on the samples used in esports research.

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.

Melentev, N., Somov, A., Burnaev, E., Strelnikova, I., Strelnikova, G., Melenteva, E., & Menshchikov, A. (2020). eSports Players Professional Level and Tiredness Prediction using EEG and Machine Learning. 2020 IEEE Sensors, 1-4.

Meier, M., Maier, C., Mattke, J., & Weitzel, T. (2022). Esports: Explaining Willingness to Pay for Streaming Services. Communications of the Association for Information Systems, 50(1), 11.

Meadows, J. H. (2018). Esports. In A. E. Grant & J. H. Meadows (Eds.), Communication Technology Update and Fundamentals, 16th edition.

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McTee, M. (2014). E-Sports: More Than Just a Fad. Oklahoma Journal of Law & Technology, 70, 1–27.

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McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Journal of Electronic Gaming and Esports.

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.

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.

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.

McCutcheon, C., Hitchens, M., & Drachen, A. (2017). eSport vs. irlSport. ACE 2017: Advances in Computer Entertainment Technology: 531–542.

McCutcheon, C. (2022). eSport, work, sport and play: relationships and pathways to a new continuum model (Doctoral dissertation, Macquarie University).

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McCrea, C. (2009). Watching Starcraft, Strategy and South Korea. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 179–193). New York: Routledge.

McCauley, B., Tierney, K., & Tokbaeva, D. (2020). Shaping a Regional Offline eSports Market: Understanding How Jönköping, the ‘City of DreamHack’, Takes URL to IRL. International Journal on Media Management, 22(1), 30-48.

McCauley, B., Nguyen, T. H. T., McDonald, M., & Wearing, S. (2020). Digital Gaming Culture in Vietnam: An Exploratory Study. Leisure Studies, 39(3), 372-386.

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Maymin, P. Z. (2020). Smart Kills and Worthless Deaths: eSports Analytics for League of Legends. Journal of Quantitative Analysis in Sports, published online before print

Matuszewski, P., Dobrowolski, P., & Zawadzki, B. (2020). The Association Between Personality Traits and eSports Performance. Frontiers in Psychology, 11, 1-5.

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).

Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.

Matončik, M. (2015). e-Sports: Playing Just for Fun or Playing to Satisfy Life Goals? Computers in Human Behavior, 48, 208-211.

Maties, M. & Nothelfer, N. (2021). Zulässigkeit von Wetten auf eSport-Ereignisse nach deutschem Glücksspielrecht. Zeitschrift für Wett- und Glücksspielrecht, 128-137. (article in the 15th anniversary issue)

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.

Martins, D. J. D. Q., Moraes, L. C. L., & Marchi Júnior, W. (2022). COVID-19 impacts on school sports events: an alternative through E-sports. Managing Sport and Leisure, 27(1-2), 45-49.

Martinelli, D. (2017). Skin Gambling: Have We Found The Millennial Goldmine Or Imminent Trouble? Gaming Law Review, 21(8), 557-565.

Martinelli, D. (2019). The Challenges of Implementing a Governing Body for Regulating ESports. University of Miami International and Comparative Law Review, 26, 499-524.

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.

Martin, C. (2020). The Costs of Squadding Up: Determining the Employment Status of High-Profile Esports Streamers. San Diego Int'l LJ, 22, 151.

Martin-Niedecken, A. L., Schättin, A. (2020). Let the Body'n'Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes. Frontiers in Psychology, 11.

Martelaro, N., Lakdawala, T., Chen, J., & Hammer, J. (2021). Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets. In Designing Interactive Systems Conference 2021 (pp. 1765-1782).

Marques, N. (2019). The Role of Breakthrough Technologies in the Growth of Esports. IEEE Potentials May/June, 24-26.

Maric, J. (2011). eSport im TV: Fernsehaneignung einer Computerspielkultur. In M. Elsler (Ed.), Die Aneignung von Medienkultur (pp. 193-213). VS Verlag für Sozialwissenschaften.

Maric, J. (2011). Electronic Sport: How Pro-Gaming Negotiates Territorial Belonging and Gender. Platform: Journal of Media and Communication, ECREA Special Issue, 6–23.

Mariano, J. S., & Cordova, S. G. V. (2022). E-Sports online learning module amidst COVID-19 Pandemic. Interactive Learning Environments, 1-10.

Marcano Larez, B. (2012). Características sociológicas de videojugadores online y el e-sport. El caso de Call of Duty. Pedagogía Social. Revista Interuniversitaria, (19).

Mao, E. (2022). The effectiveness of event marketing in an attention economy: Findings from Twitch live-stream esports tournament events. Journal of Media Economics, 34(3), 194-211.

Mao, E. (2022). The incentive effects of tournaments and peer effects in team production: Evidence from esports. Journal of Sports Economics, 15270025221113033.

Mao, E. (2021). The structural characteristics of esports gaming and their behavioral implications for high engagement: A competition perspective and a cross-cultural examination. Addictive Behaviors, 123.

Mangeloja, E. (2019). Economics of Esports. Electronic Journal of Business Ethics and Organization Studies, 24(4), 34-42.

Mandryk, R. L., & Birk, M. V. (2019). The Potential of Game-based Digital Biomarkers for Modeling Mental Health. JMIR Mental Health, 6(4).

Mallari, K., Williams, S., & Hsieh, G. (2021). Understanding Analytics Needs of Video Game Streamers. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Malik, P. (2019). Esports: A Competitive Electronic Sports. International Journal of Yogic, Human Movement and Sports Science, 4(1), 87-90.

Maldonado-Murciano, L., Guilera, G., Montag, C., & Pontes, H. M. (2022). Disordered gaming in esports: Comparing professional and non-professional gamers. Addictive Behaviors, 132, 107342.

Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Maher, B. (2016). Can a Video Game Company Tame Toxic Behaviour? Nature, 531(7596), 568-571.

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Mahendeta, I. G. M. G. (2022). Analisis Following to Likes Ratio Tiktok Pada 5 Esport Terbaik di Indonesia.

Mah, J. (2011). The Globe of eSports: Our Cultures, Our Worlds. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 62–70). Norderstedt: Books on Demand GmbH.

Mah, J. (2011). A Decade of eSports: The Asian Perspective. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 8–15). Norderstedt: Books on Demand GmbH.

Mackrodt, B. (2017). Team Play – Was Counter Strike-Spielern bei virtueller Teamarbeit gelingt und was nicht. Wiesbaden: Springer.

Macheda, N. (2015). Échec, frustration et induction d’émotions complexes dans les jeux en ligne multijoueur. Le cas de League of Legends. Master's Thesis. Université de Lorraine.

Machado, S., Travassos, B., Teixeira, D. S., Rodrigues, F., Cid, L., & Monteiro, D. (2021). Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review. Environmental Research and Public…

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…

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…

Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari. J. (2020). Does Esports Spectating Influence Game Consumption? Behaviour & Information Technology, 1-17.

Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari, J. (2020). Does esports spectating influence game consumption?. Behaviour & Information Technology, 1-17.

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., Abarbanel, B., & Hamari, J. (2020). What Predicts eSports betting? A Study on Consumption of Video Games, eSports, Gambling and Demographic Factors. New Media & Society, 1-25.

Macey, J., & Hamari, J. (2019). eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour Associated with Emergent Forms of Gambling. New Media & Society, 21(1), 20–41.
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