Browse Items (1766 total)

Breuer, M. (2011). E-Sport – eine Markt- und ordnungsökonomische Analyse. Boizenburg: vwh Verlag.

Breuer, M. (2012). E-Sport – Perspektiven aus Wissenschaft und Wirtschaft. Glückstadt: vwh Verlag.

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

Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In DIS2020, July 06-10, Eindhoven, Netherlands.

Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In Proceedings of the 2020 ACM Designing Interactive Systems Conference (pp. 757-769).

Brickell, A. (2017). Addressing Integrity and Regulatory Risks in eSports: The Responsibility of the Whole eSports Community. Gaming Law Review, 21(8), 603-609.

Brock, T. (2017). Roger Caillois and E-sports: On the Problems of Treating Play as Work. Games and Culture, 12(4), 321-329.

Brock, T. (2021). Counting clicks: Gameplay metrics, power and the body politics of competitive videogamers. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Brock, T., & Fraser, E. (2018). Is Computer Gaming a Craft? Prehension, Practice, and Puzzle Solving in Gaming Labour. Information, Communication & Society, 21(9), 1219-1233.

Bronzino, F., Schmitt, P., Ayoubi, S., Martins, G., Teixeira, R., & Feamster, N. (2019). Inferring streaming video quality from encrypted traffic: Practical models and deployment experience. Proceedings of the ACM on Measurement and Analysis of…

Brown, K. A., Billings, A. C., Lewis, M., Bissell, K. (2018). Explicating the Electricity of eSports: Motivations for Play and Consumption. In Bowman, N. (Ed.), Video Games: A Medium that Demands our Attention (pp. 178–192). New York, NY: Routledge.

Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2018). Intersections of Fandom in the Age of Interactive Media: eSports Fandom as a Predictor of Traditional Sport Fandom. Communication & Sport, 6(4), 418-435.

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Brown, M., & Anderson, S. L. (2021). Designing for Disability: Evaluating the State of Accessibility Design in Video Games. Games and Culture, 16(6), 702-718.

Browne, J. T., & Batra, B. (2018). Twickle: Growing Twitch Streamer's Communities Through Gamification of Word-of-Mouth Referrals. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video (pp.…

Brüggemann, L., & Nothelfer, N. (2021). eSport im Fadenkreuz der Sportwettensteuer – Eine Analyse des § 15 RennwLottDV-E. Sport- und E-Sportrecht in der Praxis, 116-123.

Bründl, S., & Hess, T. (2016). Why do users broadcast? Examining individual motives and social capital on social live streaming platforms. PACIS 2016 Proceedings. 332.

Brünnle, T. T. (2016). Teambildung in Onlinespielen. Working Papers kultur- und techniksoziologische Studien.

Bruns, A. (2009). The user-led disruption: self-(re) broadcasting at Justin. tv and elsewhere. In Proceedings of the 7th European Conference on Interactive TV and Video (pp. 87-90).

Bull, I. (2021). Translation is Labor, and Other Contradictions - An Interview with Gatamchun. ROMchip, 3(1).

Burger, V., Pajo, J. F., Sanchez, O. R., Seufert, M., Schwartz, C., Wamser, F., … Tran-Gia, P. (2016). Load Dynamics of a Multiplayer Online Battle Arena and Simulative Assessment of Edge Server Placements. In Proceedings of the 7th International…

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Burk, D. (2013). Owning e-Sports: Proprietary Rights in Professional Computer Gaming. University of Pennsylvania Law Review, 161, 1535-1578.

Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).

Burton, R., & Gawrysiak, J. (2017). Using eSports Efficiently to Enhance and Extend Brand Perceptions. 2017 Sport Marketing Association Conference (SMA XV)

Byrne, A. M. (2020). Using Esports to Teach Bystanders Leadership and Collaboration for Students in STEM. About Campus, March-April 2020, 24-27.

Cabeza-Ramírez, L. J., Muñoz-Fernández, G. A., & Santos-Roldán, L. (2021). Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities. In Healthcare (Vol. 9, No. 2, p. 192). Multidisciplinary Digital…

Cabeza-Ramírez, L. J., Sánchez-Cañizares, S. M., & Fuentes-García, F. J. (2020). Motivations for the use of video game streaming platforms: The moderating effect of sex, age and self-perception of level as a player. International journal of…

Caetano, M. (2022). A Region of Contenders: Overwatch in Brazil. In Modes of Esports Engagement in Overwatch (pp. 113-133). Cham: Springer International Publishing.

Cai, J., & Wohn, D. Y. (2019). Live streaming commerce: Uses and gratifications approach to understanding consumers’ motivations. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Cai, J., & Wohn, D. Y. (2019). What are Effective Strategies of Handling Harassment on Twitch? Users' Perspectives. In Conference companion publication of the 2019 on computer supported cooperative work and social computing (pp. 166-170).

Cai, J., Guanlao, C., & Wohn, D. Y. (2021). Understanding rules in live streaming micro communities on twitch. In ACM International Conference on Interactive Media Experiences (pp. 290-295).

Cai, J., Wohn, D. Y., & Almoqbel, M. (2021). Moderation visibility: Mapping the strategies of volunteer moderators in live streaming micro communities. In ACM International Conference on Interactive Media Experiences (pp. 61-72).

Cai, J., Wohn, D. Y., Mittal, A., & Sureshbabu, D. (2018). Utilitarian and hedonic motivations for live streaming shopping. In Proceedings of the 2018 ACM international conference on interactive experiences for TV and online video (pp. 81-88).

Cai, L., Huang, Z., Feng, Q., Chang, X., & Yan, K. (2022). Co-Transformation of Digital Health and eSport in Metaverse: Moderating Effects of Digital Personality on Mental Health in Multiplayer Online Battle Arena (MOBA). International Journal of…

Cairns, P., Power, C., Barlet, M., Haynes, G. (2019). Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies.

Camilleri, P. (2022). Esports: A New Frontier for Inclusion Through Competitive Game Engagement. In Inclusive Digital Education (pp. 293-309). Cham: Springer International Publishing.

Campbell, M., Toth, A., Moran, A., Kowal, M., & Exton, C. (2018). Esports: A New Window on Neurocognitive Expertise? Progress in Brain Research, 240, 161–174.

Campbell, W., Goss, A., Trottier, K., & Claypool, M. (2021). Sports versus eSports - A Comparison of Industry Size, Viewer Friendliness, and Competitiveness. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive…

Can, O., & Foxman, M. (2021). Out of the Cafe and into the Arena - Esports Spaces and Neoliberalization in Turkey. ROMchip, 3(1).

Candela, J., & Jakee, K. (2018). Can ESports Unseat the Sports Industry? Some Preliminary Evidence from the United States. Choregia: Sport Management Journal, 14(2), 55-71.

Canfield, B. (2017). Case Analysis: Gradually, Not Suddenly: Judge John C. Coughenour’s Crucial Role in the Legal Standing of Esports. Gaming Law Review-Economics Regulation Compliance and Policy, 21(8), 634-636.

Canning, S., & Betrus, A. (2017). The Culture of Deep Learning in ESports: An Insider’s Perspective. Educational Technology, 57(2), 65–69.

Canossa, A., Witkowski, E., & Ozkaynak, D. (2015). Over-Lenient and Over-Aggressive Behaviors: Gender Play in League of Legends. Working Paper

Cao, S., & He, W. (2021). From electronic heroin to created in China: game reports and gaming discourse in China 1981-2017. International Communication of Chinese Culture, https://doi.org/10.1007/s40636-021-00232-2.

Carbonie, A., Guo, Z., & Cahalane, M. (2018). Positive Personal Development through eSports. PACIS 2018 Proceedings. 125.

Cardoso, A., & Almeida, V. (2022). The Virtual Meets the Real in Sports World: Is There a Circular Effect Between Traditional Sports and eSports Fan Identification?. Brazilian Business Review.

Carlsson, C., & Pelling, A. (2015). Designing Spectator Interfaces for Competitive Video Games. Master’s thesis. Chalmers University of Technology, Gothenburg.

Carnein, M., Assenmacher, D., & Trautmann, H. (2017). Stream clustering of chat messages with applications to twitch streams. In International Conference on Conceptual Modeling (pp. 79-88). Springer, Cham.

Carr, K. (2021). Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration. JOURNAL OF DISPUTE RESOLUTION, 335.

Carrani, L. M., Riera, A. B., Altarriba-Bartés, A., Gil-Puga, B., Gonzalez, A. P., Piniés-Penadés, G., ... & Peña, J. (2022). Are eSports players comparable to traditional athletes? A cross-sectional study. Aloma: Revista de Psicologia, Ciències de…

Carrillo-Vera, J. A. (2015). La dimensión social de los videojuegos ‘online’ de las comunidades de jugadores a los ‘e-sports’. Index. comunicación, 5(1), 39-51.

Carrillo-Vera, J. A. (2016). From Players to Viewers: the Construction of the Media Spectacle in the E-sports Context. Juego digital II: Anàlisi. Quaderns de Comunicació i Cultura, 55, 1-16.

Carrillo-Vera, J. A., & Aguado-Terrón, J. M. (2019). The eSports Ecosystem: Stakeholders and Trends in a New Show Business. Catalan Journal of Communication & Cultural Studies, 11 (1), 3-22.

Carrillo-Vera, J. A., & Aguado-Terrón, J. M. (2016). Formas publicitarias adaptadas al nuevo escenario de los e-sports. In Libro de Actas del I Congreso Iberoamericano de Investigadores en Publicidad (126).

Carrillo-Vera, J. A., Aguado-Terrón, J. M., & Gómez-García, S. (2018). Following the Trail of eSports: The Multidisciplinary Boom of Research on the Competitive Practice of Video Games. International Journal of Gaming and Computer-Mediated…

Carter, M., & Gibbs, M. (2013). eSports in EVE Online: Skullduggery, Fair Play and Acceptability in an Unbounded Competition. Foundations of Digital Games Conference, 14-17 May, Chania, Greece.

Carter, M., Fordyce, R., Gibbs, M., & Witkowski, E. (2017). eSports Futures in Australia. DIGRA 2017.

Carter, M., Gibbs, M., & Arnold, M. (2015). The Demarcation Problem in Multiplayer Games: Boundary-work in EVE Online’s eSport. Game Studies, 15(1).

Carton, S. (2019). How DotA is Getting Deeper. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 141–147). Norderstedt: Books on Demand GmbH.

Carvalho, J. P. B. C. (2015). Business Models in Professional Electronic Sports Teams. Master Thesis. Universidade do Minho, Escola de Economia e Gestão.

Cassel, A. (2021). Twitch for higher education marketing and communications: Creating a presence in the gaming world. Journal of Education Advancement & Marketing, 5(4), 323-334.

Castellin, C. (2022). Esport bar in Finland: a feasibility study.

Catarina N. Matias, Joana Cardoso, Margarida L. Cavaca, Sofia Cardoso, Rita Giro, João Vaz, Pedro A. Couto, Artemisa Rocha Dores, Tiago B. Ferreira, G.M. Tinsley, Filipe J. Teixeira (2023). Game on: A cross-sectional study on gamers’ mental health,…

Cavadenti, O., Codocedo, V., Boulicaut, J. F., & Kaytoue, M. (2015). When Cyberathletes Conceal Their Game: Clustering Confusion Matrices to Identify Avatar Aliases. In Proceedings of the 2015 IEEE International Conference on Data Science and…

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Cestino, J., Macey, J., & McCauley, B. (2021). Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism. In Proceedings of the 5th International GamiFIN Conference, GamiFIN 2021. CEUR-WS.…

Chae, H., & Lee, SJ. (2021). 오버워치 캐릭터의 성격과 체형이 게이머에 따라 다르게 인식될까. e스포츠연구, 3(1), 1-14

Chalmet, X. (2017). Sponsorship within Esports: Examining the Sponsorship Relationship Quality Constructs. Masters Thesis. University of Gothenberg.

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

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

Chambers, T. (2020). Alcohol Sponsoring and Esports: Reinforcing the Need for Legislative Restrictions on Alcohol Sponsorship. Alcohol and Alcoholism, 1-3.

Chan, B., & Gray, K. (2020). Microstreaming, microcelebrity, and marginalized masculinity: Pathways to visibility and self-definition for black men in gaming. Women's Studies in Communication, 43(4), 354-362.

Chan, D. (2012). Locating Play. In J. E. Lent & L. Fitzsimmons (Eds.), Asian Popular Culture (pp. 17-34). Lanham, MD: Lexington.

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974.

Chan, G., Hupo, Y., Kelly, S., Leung, J., & Tisdale, C. (2021). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, in press.

Chang, J., & Lee, D. (2022). Changes in user experience and satisfaction as media technology evolves: The reciprocal relationship between video games and video game-related media. Technological Forecasting and Social Change, 174, 121219.

Chanson, R. (2017). Le guide de l’esport . Hors Collection, 174-183.

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Chao, L. L. (2017). You Must Construct Additional Pylons. Building a Better Framework for Esports Governance. Fordham Law Review, 86(2), 737-765.

Charleer, S., Gerling, K. ... Verbert, K. (2018). Real-Time Dashboards to Support eSports Spectating. CHI PLAY ’18 Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, 59–71

Chee, F. M., & Karhulahti, V.-M. (2020). The Ethical and Political Contours of Institutional Promotion in Esports: From Precariat Models to Sustainable Practices. Human Technology, 16(2), 200-226.

Chee, F., & Smith, R. K. (2005). Online Gamers and the Ambiguity of Community: Korean Definitions of Togetherness for a New Generation. Internet Research Annual, 4. New York: Peter Lang.

Chen Christensen, N. (2006). Geeks at Play: Doing Masculinity in an Online Gaming Site. Reconstruction, 6.1 (Winter).

Chen, C. Y., & Chang, S. L. (2019). Moderating effects of information-oriented versus escapism-oriented motivations on the relationship between psychological well-being and problematic use of video game live-streaming services. Journal of Behavioral…

Chen, X., Nguyen, T. V., Shen, Z., & Kankanhalli, M. (2019). Livesense: Contextual advertising in live streaming videos. In Proceedings of the 27th ACM international conference on multimedia (pp. 392-400).

Chen, Y. M. (2022). Talent Retention in E-sports Industry~ What Really Matters.

Chen, Y., Lasecki, W. S., & Dong, T. (2021). Towards supporting programming education at scale via live streaming. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW3), 1-19.

Chen, Z., & Bu, X. (2022). A Grounded Theory Construction of the eSports Endogenous Drive Model. Journal of Environmental and Public Health, 2022.

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Cheng, M., Chen, L., & Yuen, A. H. (2022). Exploring the use of technology among newly arrived children in Hong Kong: from an e-sports and cultural capital perspective. Educational technology research and development, 70(5), 1931-1949.

Cheong, H. Y., Choo, W. L., Lim, C. W., & Tin, T. (2017). Video Games and Its Economy Impact in Southeast Asia Country. International Journal of Advanced Scientific Research and Management, 2(1).

Chernyavskaya, A. G. (2021). ESports: a Review of Foreign and Russian Media Resources. RUDN Journal of Studies in Literature and Journalism, 26(2), 325-330.

Cheung, G., & Huang, J. (2011). StarCraft from the Stands: Understanding the Game Spectator. In CHI ’11 Proceedings of the 2011 annual conference on Human factors in computing systems, ACM, 763-772.

Ching, K., Forti, E., & Rawley, E. (2021). Extemporaneous Coordination in Specialist Teams: the Familiarity Complementarity. Organization Science, 32(1), 1-17.

Cho, Y., Cohen, E. S., Freund, A. E., Yip, J., & Lee, J. H. (2022). Coaching in Esports: Promoting Well-Being and Performance. In Understanding Collegiate Esports (pp. 68-77). Routledge.

Choi, C. et al. (2017). A new Approach Via Level of Addiction in eSports: Investigating Participation Motives from a Marketing Perspective. 2017 Sport Marketing Association Conference (SMA XV).

Choi, C., Hums, M., & Bum, C. H. (2018). Impact of the Family Environment on Juvenile Mental Health: eSports Online Game Addiction and Delinquency. International Journal of Environmental Research and Public Health, 15(12), 2850.

Choi, E.-Y. (2013). Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea. Retrieved from

Choi, K. H. (2022). eSports Perception and Analysis of Differences among Deaf. The Journal of the Convergence on Culture Technology, 8(1), 245-252.

Chow, L. (2022). Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future. Greenleaf Book Group.

Christophers, J. (2010). eSports Jobs. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 17–22). Norderstedt: Books on Demand GmbH.

Christophers, J. (2011). Why Cheating Is A Crime - The ESL Wire Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 90–96). Norderstedt: Books on Demand GmbH.

Christophers, J. (2012). Creating an eSports product: The Go4 Cupseries. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 10–25). Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2010). eSports Yearbook 2009. Norderstedt: Books on Demand GmbH.
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