Browse Items (1460 total)

Amor, JSC.; Aguado-Berenguer, S.; García-Pascual, F. (2022). Influence of service performance variables and brand variables on the loyalty of esports event users. Retos

Abad, J. E. (2015). Deportes Electrónicos: A un clic de distancia. 11° Congreso Argentino y 6° Latinoamericano de Educación Física y Ciencias, Universidad Nacional de La Plata.

Abanazir, C. (2019). E-Sport and the EU: The View from the English Bridge Union. The International Sports Law Journal, 18 (3–4), 102–113.

Abanazir, C. (2018). Institutionalisation in E-Sports. Sports, Ethics and Philosophy, 13 (2), 117–131.

Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports' Place within the Olympic Movement. Sport, Ethics and Philosophy.

Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement. Sport, Ethics and Philosophy, DOI: https://doi.org/10.1080/17511321.2021.1945669

Abarbanel, B., & Johnson, M. R. (2018). Esports Consumer Perspectives on Match-Fixing: Implications for Gambling Awareness and Game Integrity. International Gambling Studies, 19(2), 296-311.

Abarbanel, B., & Johnson, M. R. (2020). Gambling engagement mechanisms in twitch live streaming. International Gambling Studies, 20(3), 393-413.

Abarbanel, B., Macey, J., Hamari, J., & Melton, R. (2020). Gamers Who Gamble: Examining the Relationship Between Esports Spectatorship and Event Wagering. Journal of Emerging Sport Studies, 3(1), 1.

Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H. (2020). Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports. Frontiers in Psychology, 11, 1-15.

Abdolmaleki, H., Khodayari, A., & Shariati, J. A. (2022). Modeling of the role of E-Word of Mouth on Business Performance of eSports with Mediating of Consumer Purchasing Behavior. Journal of Sport Management, 13(4), 1093-1105.

Abdullah, F., Yang, C., Paliyawan, P., Thawonmas, R., Harada, T., & Bachtiar, F. A. (2019). Promoting Emotions with Angry Birds-like Gameplay on Rube Goldberg Machine Levels. In 2019 IEEE International Conference on Consumer Electronics-Asia…

Abrams, M. S. (2013). The Legal Status of Video Games: Comparative Analysis in National Approaches. WIPO Working Paper.

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),

Adams, J. L. (2016). Female Fighters: Perceptions of Femininity in the Super Smash Bros Community. Press Start, 3 (1), 99-114.

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

Adamus, T. (2012). Playing Computer Games as Electronic Sport: In Search of a Theoretical Framing for a New Research Field. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 477–490).…

Adinolf, S., & Turkay, S. (2018). Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365-372). ACM.

Agha, B. (2015). League of Legends: Players and Esports. Master’s thesis. McMaster University: Hamilton.

Aghey, C. (2020). Integration of eSports in the Structure of Ifs: Disruption or Continuity? The International Sports Law Journal, 20, 120-125.

Ahn, J., Collis, W., & Jenny, S. (2020). The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/15/html

Ahnström, K. (2011). Me and My Art. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 80–81). Norderstedt: Books on Demand GmbH.

Al Dafai, S. (2016). Conventions within eSports: Exploring Similarities in Design. Proceedings of 1st International Joint Conference of DiGRA and FDG.

Aleta, A., & Moreno, Y. (2019). The dynamics of collective social behavior in a crowd controlled game. EPJ Data Science, 8(1), 22.

Algesheimer, R., Dholakia, U. M., & Gurau, C. (2011). Virtual Team Performance in a Highly Competitive Environment. Group & Organization Management, 36(2), 161–190. https://doi.org/10.1177/1059601110391251

Allard, R. (2017). Investir dans l’esport. Quels sont les facteurs clés qui font le succès d’un jeu esport. Mémoire de Master. Université Paris Sud, Paris.

AlMarzooqi, M. A., Alhaj, O. A., Alrasheed, M. M., Helmy, M., Trabelsi, K., Ebrahim, A., ... & Ben Saad, H. (2022). Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi…

Almeida, C. E. M., Correia, R. C. M., Eler, D. M., Olivete-Jr, C., Garci, R. E., Scabora, L. C., & Spadon, G. (2017). Prediction of winners in MOBA games. In Iberian Conference on Information Systems and Technologies, CISTI.

Altenbach Berthod, R. (2017). L’hygiénisation du corps du joueur esportif et du gamer. Université de Lausanne.

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Altenbach Berthod, R. (2018). Engagement émotionnel dans la pratique du jeu vidéo compétitif. Université de Lausanne.

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AlZahrani, A., Wani, M. A., & Bhat, W. A. (2021). Forensic analysis of Twitch video streaming activities on Android. Journal of Forensic Sciences, 66(5), 1721-1741.

Amazan-Hall, K., Chen, J. J., Chiang, K., Cullen, A. L. L., Deppe, M., Dormitorio, E., … Trammell, A. (2018). Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI. International Journal of Gaming and…

American Journal of Play. (2020). The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor. American Journal of Play, 12(2), 107-116.

Amor, J. S. C., Alguacil, M., & Gómez-Tafalla, A. M. (2022). Gender influence on brand recommendation at an esports event. Journal of Physical Education and Sport, 22(1), 231-238.

Amor, J. S. C., Pérez-Campos, C., & Molina-García, N. (2020). Brand Image in Esports Events. Differences between Players and Non-Players. Journal of sport economics & management, 10(2), 102-113.

Amor, J. S., Hervás, J. C., & Berenguer, S. A. (2021). Percepción de la marca en esports: evento grande y pequeño. In Deporte y regulación: nuevos escenarios y desafíos: actas del XI Congreso Iberoamericano de Economía del Deporte (pp. 319-322).…

Anastácio, B. S., Savonitti, G. A., de Oliveira, M. A., & da Silva Mocarzel, R. C. (2022). Jogos Eletrônicos, E-Sports e Educação Física: Aproximações e Distanciamentos. LICERE-Revista do Programa de Pós-graduação Interdisciplinar em Estudos do…

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.

Anderson, C. G., Tsaasan, A. M., Reitman, J., Lee, J. S., Wu, M., Steel, H., … Steinkuehler, C. (2018). Understanding esports as a STEM career ready curriculum in the wild. In 2018 10th International Conference on Virtual Worlds and Games for Serious…

Anderson, D., Sweeney, K., Pasquini, E., Estes, B., & Zapalac, R. (2021). An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives. International Journal of eSports Research, 1(1), 1-18.

Anderson, M. (2018). Marketing Esports to the Masses: Testing the Efficacy of Positive Community-Curated Stimuli on Mitigating Negative Attitudes towards Esports. Master Thesis. University of York.

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Anderson, S. L. (2017). Watching people is not a game: Interactive online corporeality, Twitch. tv and videogame streams. Game Studies, 17(1), 1-16.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.

Andersson, D. (2011). Art of Daniel Andersson. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 34–37). Norderstedt: Books on Demand GmbH.

Andoh, J., & DeBroff, B. (2021). Assessment of spontaneous eye blink rate in online livestream video game players. Adv Ophthalmol Vis Syst, 11(1), 11-14.

Andre, T. L., Walsh, S. M., Valladao, S., & Cox, D. (2020). Physiological and Perceptual Response to a Live Collegiate Esports Tournament. International Journal of Exercise Science, 13(6), 1418-1429.

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

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

Andrews, D., & Ritzer, G. (2018). Sport and Prosumption. Journal of Consumer Culture, 18 (2), 356–373.

Andrews, N., & Mumford, P. W. (2022). Assessing Collegiate Esports Players.

Andrews, S. K., & Crawford, C. M. (2021). Barriers, Issues, and Similarities Among Women in eSports and Similar Mixed Gender Sports: Ascertaining Common Ground. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities…

Andrews, S. K., Michael, T. B., Williams, M. A., Lacher, L. L., & Crawford, C. M. (2021). Impact of eSports Upon Higher Education From a Faculty Perspective: Transformational Pathways and Opportunities. In S. Andrews & C. M. Crawford (Eds.), Handbook…

Andrews, S., & Crawford, C. M. (Eds.). (2021). Handbook of Research on Pathways and Opportunities Into the Business of Esports. IGI Global.

Angel, G., & Ruiz, B. (2010). The Trials, Tribulations and Perseverance. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 67–70). Norderstedt: Books on Demand GmbH.

Anjani, L., Mok, T., Tang, A., Oehlberg, L., & Goh, W. B. (2020). Why do people watch others eat food? An Empirical Study on the Motivations and Practices of Mukbang Viewers. In Proceedings of the 2020 CHI conference on Human Factors in Computing…

Antón-Roncero, M., & García García, F. (2014). Deportes electrónicos. Una aproximación a las posibilidades comunicativas de un mercado emergente. Questiones publicitarias, 1 (19), 98–115.

Anyi Wan Jr, J., Alif bin Kamal, A. & bin Abd Rahman, S. (2021). Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process. Journal of IT in Asia, Vol 09, 2021, 49-64.

Apperley T. (2022) Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports. In: Ruotsalainen M., Törhönen M., Karhulahti VM. (eds) Modes of Esports Engagement in Overwatch. Palgrave Macmillan,…

Areström, E., & Carlsson, N. (2019). Early online classification of encrypted traffic streams using multi-fractal features. In IEEE INFOCOM 2019-IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (pp. 84-89). IEEE.

Arkaan, D., & Kosasih, K. (2022). PENGARUH FENOMENA REAL MONEY TRADE TERHADAP KEPUTUSAN PEMBELIAN DAN IMPLIKASINYA TERHADAP KEPUASAN PELANGGAN VIRTUAL ITEM COUNTER-STRIKE: GLOBAL OFFENSIVE TAHUN 2021. Eqien-Jurnal Ekonomi dan Bisnis, 9(1), 371-377.

Armstrong, K. (2021). Interactivity, Ethical Behaviors, And Transmediation in eSports: An Analysis of Pokémon Through Uses and Gratifications Theory. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 84-107). Norderstedt: Books on…

Arnaud, J.-C. (2010). eSport - A New Word. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 9–10). Norderstedt: Books on Demand GmbH.

Arnett, L., Netzorg, R., Chaintreau, A., & Wu, E. (2019). Cross-platform Interactions and Popularity in the Live-streaming Community. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Arnusch, F. (2015). Sportübertragung 2.0: das Publikum von eSport-Streams im deutschsprachigen Raum (Magisterarbeit). Universität Wien, Wien.

Ash, J. (2012). Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames. Environment and Planning A44 (1), 187–203.

Ask, K., Spilker, H. S., & Hansen, M. (2019). The politics of user-platform relationships: Co-scripting live-streaming on Twitch.tv. First Monday, 24(7).

Assuncao, C. (2018). Sportification of Professional Gaming: A Study on Gender and Technology. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Leagues, University of Jyväskylä, Finland.

Atagün, E., Korkmaz, M., Tı̇muçı̇n, T., & Yücedağ, İ. (2018). Fuzzy Logic Based Decision Support System for Broadcaster on Twitch. In Proceedings of the International Technological Sciences And Design Symposium (pp. 27-29).

Atalay, A., & Topuz, A. C. (2018). What Is Being Played in the World? Mobile eSport Applications. Universal Journal of Educational Research, 6(6), 1243-1251.

Avallone, A. (2010). Stermy's Life Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 103–110). Norderstedt: Books on Demand GmbH.

Ayar, H. (2018). Development of e-Sport in Turkey and in the World. International Journal of Science Culture and Sport, 6(1), 95-102.

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Azevedo, R. C. (2022). Key factors for eSports games success (Doctoral dissertation).

Bacic, B., Meng, Q., & Chan, K. Y. (2017). Privacy Preservation for eSports: A Case Study Towards Augmented Video Golf Coaching System. 2017 10th International Conference on Developments in eSystems Engineering (DeSE) (pp. 169-174). Paris.

Baek, W., Park, A., Kim, J., & Jung, K. (2007). e-Sports Live: e-Sports Relay Broadcasting on Demand. In M. J. Smith & G. Salvendy (Eds.), Human Interface and the Management of Information. Interacting in Information Environments. Human Inferace…

Bagger von Grafenstein, T. (2018). eSport: Welche Vor- und Nachteile bringt eine rechtliche Qualifizierung mit sich? Folgen einer Aufnahme im DOSB. MultiMedia und Recht, 2/2018, 20-24.

Baltezarević, R., & Baltezarević, B. (2018). The impact of video games on the formation of eSports. Physical Education and Sport, 16(1), 137-147.

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

Bányai, F., Griffiths, M. D., Demetrovics, Z., & Király, O. (2019). The Mediating Effect of Motivations Between Psychiatric Distress and Gaming Disorder Among eSport Gamers and Recreational Gamers. Comprehensive Psychatry, 94, 1-8.

Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2018). The Psychology of Esports: A Systematic Literature Review. Journal of Gambling Studies, 35, 351-365.

Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology, 11, 1-9.

Barbieri, F., Espinosa-Anke, L., Ballesteros, M., & Saggion, H. (2017). Towards the understanding of gaming audiences by modeling twitch emotes. In Third Workshop on Noisy User-generated Text (W-NUT 2017); 2017 Sep 7; Copenhagen, Denmark. Stroudsburg…

Barie, V. (2017). "Reverse-Gamification" Analysis of the Crowding-Out Effects in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 52–70). Norderstedt: Books on Demand GmbH.

Barnabe, F. (2014). Le speedrun: pratique compétitive, ludique ou créative? Trajectoire d’un détournement de jeu vidéo institué en nouveau game. Culture Numérique.

Bart, W. M. (2021). What Competitive Chess Can Learn From eSports: Present and Future Prospects. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 67-85). IGI Global.

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.

Bayer, I., & Zouzias, A. (2020). Team voyTECH: User Activity Modeling with Boosting Trees. arXiv preprint arXiv:2007.01620.

Bayliss, H. (2016). Not Just a Game: The Employment Status and Collective Bargaining Rights of Professional ESports Players. Washington and Lee Journal of Civil Rights ans Social Justice, 22(2), 359-409.

Becka, L. (2019). Eventos de deportes electrónicos: Estudio de sus particularidades desde una perspectiva turística. Degree Thesis. Universidad Nacional de La Plata.

Becka, L., Antón, M., & Barrios, D. E. (2021). The Role of Esports Events in the Tourism Industry: The Cases of Spain and Argentina. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of…

Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2017). Data Preprocessing of eSport Game Records: Counter-Strike: Global Offensive. In DATA 2017 – Proceedings of the 6th International Conference on Data Science, Technology and Applications (pp.…

Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2018). Player Performance Evaluation in Team-Based First-Person Shooter eSport. Communications in Computer and Information Science, 814, 154-175

Beek, R. M., Verschueren, J. F., & Derom, I. (2021). Soccer Esports in Europe: Brands, Partnerships, and Business Opportunities in Professional Football. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into…

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.

Behnke, M., Chwiłkowska, P., & Kaczmarek, L. D. (2021) What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? Entertainment Computing 37. Published online.

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

Behnke, M., Gross, J. J., & Kaczmarek, L. D. (2020). The role of emotions in esports performance. Emotion. Published online.

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., 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. Published online.

Benitah, S., & Gardon, L. (2017). L’esport peut-il devenir le sport 2.0 ? Mémoire de Master.

Bentaleb, A., Akcay, M. N., Lim, M., Begen, A. C., & Zimmermann, R. (2021). Catching the moment with LoL+ in Twitch-like low-latency live streaming platforms. IEEE Transactions on Multimedia.
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