Browse Items (1774 total)

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.

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.

Anderie, L., & Görlich, D. (2020). Die wirtschaftliche Perspektive des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 21–32). Wiesbaden: Springer Gabler.

Breuer, M., & Görlich, D. (Eds.). (2020). eSport: Status quo und Entwicklungspotenziale. Wiesbaden: Springer Gabler.

Dombrowski, M., Wendeborn, T., Wohlfahrt, O., & Hodeck, A. (2020). eSport im deutschen Profifußball. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 193–214). Wiesbaden: Springer Gabler.

Fadl, B. (2020). Kundenwert im eSport und seine Auswirkungen. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 103–122). Wiesbaden: Springer Gabler.

Falk, F., & Puppe, M. (2020). eSports in Deutschland: Eine Betrachtung aus Perspektive des game - Verband der deutschen Games-Branche e.V.. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 33–48). Wiesbaden:…

Flato, C. (2020). Kommunikation im eSport. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 79–83). Wiesbaden: Springer Gabler.

Görlich, D., & Breuer, M. (2020). Elektronischer Sport - Historische Entwicklung und aktuelle Fragestellungen. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 1–20). Wiesbaden: Springer Gabler.

Grotz, M., & Breuer, M. (2020). Die mediale Rezeption des eSports. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 123–141). Wiesbaden: Springer Gabler.

Hebbel-Seeger, A., & Pelc, M. S. (2020). eSport im politischen Diskurs. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 215–229). Wiesbaden: Springer Gabler.

Hintermüller, M., & Horky, T. (2020). eSport und Medien: Warum ist oder sollte eSport für traditionelle Medien ein Thema sein? In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 143–160). Wiesbaden: Springer Gabler.

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.

Lauff, M. (2020). eSport im traditionellen Sportverein. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 161-174). Wiesbaden: Springer Gabler.

Schwind, J. (2020). Sponsoring im eSport am Beispiel der ESL One. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 85–101). Wiesbaden: Springer Gabler.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. J. (2021). Boosting: Rank and Skill Deception in esports. Entertainment Computing, 36.

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

Rogerie, A. (2019). In Esport We Trust. AFNIL.

Poinssot, M. (2017). Une vie de pro-gamer. Independently published.

Chaloner, P. (2020). This is esports (and How to Spell it): An Insider's Guide to the World of Pro Gaming. Bloomsbury Sport.

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

Chaloner, P. (2015). Talking Esports: A guide to becoming a world-class esports broadcaster.

Andrejkovics, Z. (2018). A Newborn Business Esports: Discover the Industry Behind Professional Gaming. Independently published.

Fnatic, & Diver, M. (2016). How To Be a Professional Gamer: An eSports Guide to League of Legends. Random House.

Rodriguez, H., Haag, M., Abner, S., Johnson, W., Glassel, A., Musselman, R., & Wyatt, R. (2016). OpTic Gaming: The Making of eSports Champions. Dey Street Books.

Fnatic & Diver, M. (2017). Challenger: Devenez un Champion de League of Legends. Michel Lafon.

Sorensen, D., & Bernsen, M. (2019). Hjernen Bag Astralis. People's Press.

Zambrano, C. (2014). Yout Introduction to Esports: How To Start Making Your Skills Tournament Worthy (Havok Book 1).

Shabir, N. (2017). Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space. Independently published.

Zambrano, C. (n.d.). Esports: Your Introduction to Esports: How To Start Developing Your Skillset.

Banks, C. (2016). eSports Revolution: How Professional Gamers and Passionate Fans Set the Stage for a New Billion-Dollar Industry. Kindle Edition.

Winnan, C. D. (2016). An Entrepreneur's Guide to the Exploding World of eSports: Understanding the Commercial Significance of Counter-Strike, League of Legends and DotA 2. The Borderland Press.

Richards, T., & Zywiol, J. (2015). E-Sport Investing Bible: What You Ought To Know To Make Serious Money By Betting Esports. CreateSpace Independent Publishing Platform.

Goldberg, H. (2015). The League of Legends Experience: A Year Inside The Wild, Wonderful, Riotous World Of The Planet's Most Popular eSport. Harold Goldberg Publishing.

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

Teslenko, D. (2020). Against All Odds: The Way To Victory. Independently published.

Andrejkovics, Z. (2016). The Invisible Game: Mindset of a Winning Team. CreateSpace Independent Publishing Platform.

San, H. (2018). The History of ESPORTS. Independently Published.

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

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

Leunens, S. (2009). The Antwerp eSports Festival: Bringing Electronic Sports to Belgium. VDM.

Ring, R. C. (2012). The Year in Starcraft II: 2011: The Ongoing Story of the World's Greatest Esport. Double Forge Publishing.

LaPorte, D. (2016). Esport Geek Life. Bouqinbec.

Fabiszak, C. K. (2013). Team Ben: A Year as a Professional Gamer.

Hu, K. (2019). The Human Behind the Controller: A Look Into the World of Competitive Smash Bros. and Esports.

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

Finch, D. J., O'Reilly, N., Abeza, G., Clark, B., Legg, D. (2019). Implications and Impacts of eSports on Business and Society: Emerging Research and Opportunities. Hershey, PA: Business Science Reference.

Jankowski, M. (2018). The Modern Nerd's Guide to Esports. Gareth Stevens Publishing.

Southard, L. (2013). eSport Mastery: Mental Tactics. CreateSpace Independent Publishing Platform.

Lee, Z. (2013). eSport Mastery: Inner-Mechanics. CreateSpace Independent Publishing Platform.

Schliée, M. (2011). Nutzungsforschung eSport: Motive der professionellen Nutzung von Video- und Computerspielen. VDM.

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

Pettman, K. (2018). Los Cracks de los eSports: Descubre los Secretos del Mundo de los Videojuegos Profesionales. ROCA EDIT.

Rodríguez-Piñero, L. M. T. (2018). Principios Legales De Los Videojuegos De Los E-Sports. Madrid: Síntesis.

García-Moreno, S., & Giner, Á. (2018). El Gran Libro de los Esports: Las Mejores Competiciones, Récords y Jugadores. Barcelona: Penguin Random House.

Ocelote. (2015). Aquí Empiezan Tus Sueños: Alcanza El Éxito En Lo Que Te Propongas. Ediciones Martínez Roca.

Snyder, D. (2017). Speedrunning: Interviews with the Quickest Gamers. McFarland.

Tabak, L. (2014). In Real Life. Tuttle Publishing.

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

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. (2021). Boosting: Rank and Skill Deception in Esports. Entertainment Computing 36, 100393.

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.

Hedlund, D., Fried, G., & Smith, R. (Eds.). (2020). Esports Business Management. Human Kinetics: Champaign.

Rabu, G. (2020). Les organisateurs de compétitions de jeux vidéo con!ontés au droit d'auteur des éditeurs [Video Game Competition Organizers Facing with Publisher Copyright]. Communication commerce électronique, 7-8, 13-18

Rabu, G. (2018). Quel droit pour l'eSport? [Which Legal Regime for Esports]. Jurisport, 185, 26- 29.

Rabu, G., (2017). Les enjeux juridiques de l'e-sport [Esports Law Issues]. In G. Rabu, M. Reverchon-Billot, and F. Rizzo (Eds.), PUAM, 622.

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Rabu, G. (2017). Loot Boxes : Le Côté Obscur de Star Wars Battle!ont II [Loot Boxes : The Darkside of Star Wars Battlefront II]. Cahiers de droit du sport, 49, 39-46.

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

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Huettermann, M., Trail, G. T., Pizzo, A. D., & Stallone, V. (2020). Esports Sponsorship: An Empirical Examination of Esports Consumers’ Perceptions of Non-Endemic Sponsors. Journal of Global Sport Management, 1-26.

Tjønndal, A., & Skauge, M. (2020). Youth Sport 2.0? The Development of eSports in Norway from 2016 to 2019. Qualitative Research in Sport, Exercise and Health, 1-18.

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

Behnke, M., Gross, J. J., & Kaczmarek, L. D. (2020). The Role of Emotions in Esports Performance. Emotion.

Naweed, A., Irwin, S. V., & Lastella, M. (2020). Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship'. Journal of Global Sport Management, 1-21.

Frey, D. (2021). eSport und Recht: Handbuch. Baden-Baden: Nomos.

Koposov, D., Semenova, M., Somov, A., Lange, A., Stepanov, A., & Burnaev E. (2020). Analysis of the Reaction Time of eSports Players through the Gaze Tracking and Personality Trait. 2020 IEEE 29th International Symposium on Industrial Electronics…

Ibrahim, F., & Lewis, L. (2020). Just a Game? Adoption of Franchising in Esports. Franchise Law Journal, 39(3), 371-386.

Abreu Freitas, B. D., Contreras-Espinosa, S. R., Pereira Correia, P. Á. (2020). Identifying the Pros, Cons and Tactics of eSports Sponsorships: An Integrative Literature Review. Comunicação Pública, 15(28),

Bascón-Seda, A., Rodríguez-Sánchez, A. R. (2020). Esports y ciencia: sintonizando con el fenómeno de los deportes electrónicos. Cultura, Ciencia y Deporte, 15(45), 341-352.

Kriglstein, S., Wallner, G., Charleer, S., Gerling, K., Mirza-Babei, P., Schirra, S., & Tscheligi, M. (2020). Be Part Of It: Spectator Experience in Gaming and Esports. CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in…

Behnke, M., Kosakowski, M., & Kaczmarek, L. D. (2020). Social Challenge and Threat Predict Performance and Cardiovascular Responses During Competitive Video Gaming. Psychology of Sport and Exercise, 46, 101584.

Behnke, M., Chwiłkowska, P., & Kaczmarek, L. D. (2020). What Makes Male Gamers Angry, Sad, Amused, and Enthusiastic while Playing Violent Video Games?. Entertainment Computing, 100397.

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.

Dagaev, D., & Stoyan, E. (2020). Parimutuel Betting on the eSports Duels: Evidence of the Reverse Favourite-Longshot Bias. Journal of Economic Psychology, 81, 102305.

Knight, H. R., Hartman, K. L., & Bennett, A. (2020). Gun Violence, eSports, and Global Crises: A Proposed Model for Sport Crisis Communication Practitioners. Journal of Global Sport Management, 5(2), 223-241.

Ridenhour, K. F. (2020). Traditional Sports and Esports: The Path to Collective Bargaining. Iowa Law Review, 4, 1857-1897.

Qian, T. Y., Zhang, J. J., Wang, J. J., & Hulland, J. (2020). Beyond the Game: Dimensions of Esports Online Spectator Demand. Communication & Sport, 8(6), 825-851.

Holden, J. T., Edelman, M., & Baker, T. A. (2020). A Short Treatise On Esports and the Law: How America Regulates Its Next National Pastime. University of Illinois Law Review, 2, 509-581.

Macedo, T., & Falcão, T. (2020). Like a Pro: Communication, Camaraderie and Group Cohesion in the Amazonian eSports Scenario. Entertainment Computing, 34, 100354.

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.

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.

Adams, M. (2020). Collective Bargaining Challenges in the Rise of Esports and Professional Video Gaming. Indiana Law Review, 53(2), 371-397.

Ståhl, M., Rusk, F. (2020). Player customization, competence and team discourse: exploring player identity (co)construction in Counter-Strike: Global Offensive. Game Studies 20(4).

Stadtmann, G., Pierdzioch, C., & Schöber, T. (2020). The LoP Game: BigMac versus Fortnite. Economics Bulletin.

Stadtmann, G., Moritz, K.-H., & Schöber, T. (2020). Product differentiation in video games: A closer look at Fortnite’s success. Discussion Paper No. 419.

Stadtmann, G., Moritz, K.-H., & Schöber, T. (2020). Price Differentiation in Video Games: A Closer Look at the Free-to-Play Segment. IUP Journal of Business Strategy 17 (2), 34-43.

Stadtmann, G., Croonenbroeck, C., & Schöber, T. (2020). Der adjustierte Big-Mac-Index. Das Wirtschaftsstudium 49, 428-433.

Stadtmann, G., Schöber, T. (2020). Fortnite: The Business Model Pattern Behind the Scene. Die Unternehmung (4). 426-444.

Hagiwara, G., Daisuke, A., & Takeshita, S. (2019). Examining effectiveness of e-sports activity in Japan. Journal of Human Sport and Exercise 14 (4proc). 1038-1045.

Hagiwara, G., Akiyama, D., Furukado, R. & Takeshita, S. (2020). A study on psychological training of eSports using digital games: Focusing on rhythm game. Journal of Human Sport and Exercise 15 (3proc), 495-503.

Clark, N., Macdonald, B., & Kloo, I. (2020). Bayesian adjusted plus-minus analysis for the esport Dota 2. Journal of Quantitative Analysis in Sports 16(4), 325-341.

Siutila, M., Karhulahti, V.-M., (2021) Continuous play: leisure engagement in competitive fighting games and taekwondo. Annals of Leisure Research. Published online.
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