Browse Items (1012 total)

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.

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.

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.

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

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.

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

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.

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.


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


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., 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.

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.


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.

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.

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.

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.

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.

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.

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.

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.


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.

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.

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.

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.

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

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.

Berard, A., & Daigremont, C. (2016). Analyse des dynamiques organisationnelles à travers LoL. Master Thesis. EM Lyon.

Bertschy, M., Mühlbacher, H., & Desbordes, M. (2019). Esports Extension Of A Football Brand: Stakeholder Co-creation in Action? European Sport Management Quarterly, 20(1), 47-68.

Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

Besombes, N. (2016). Les jeux vidéo compétitifs au prisme des jeux sportifs : du sport au sport électronique. Sciences du jeu, (5).

Besombes, N. (2016). Sport électronique, agressivité motrice et sociabilités (Doctoral dissertation, Université Paris Descartes, Sorbonne Paris Cité).

Besombes, N. (2018). Exécution et mindgame dans les jeux vidéo de combat. Les deux facettes de la vidéomotricité dans l’e-sport. Movement & Sports Sciences/Sciences et Motricité, 99, 19-34.

Besombes, N. (2018). Sport et e-sport. Une comparaison récurrente à déconstruire. Jurisport, 185, 19-23.

Besombes, N. (2018). The World of Esports – What You Need to Know. Sport Intern, 50, 3-5.

Besombes, N., & Vansyngel, S. (2017). L’émiettement institutionnel de l’e-sport en France : une reconnaissance des pouvoirs publics malgré le désengagement du ministère des Sports. Biennale de l’Association Française de Sociologie (AFS), Sport et…

Besombes, N., Bodenand, X., Louchart, S., Delestage, C.A., & Alvarez, J. (2017). Clubs de football et e-sport: analyse croisée des influences et des repositionnements économiques et techniques. Congrès de l’International Society of Sport Sciences in…

Beyer, M. (2010). The Big Bang Reality. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 43–45). Norderstedt: Books on Demand GmbH.

Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Reaction Time Between eSports Players of Different Genres and Sportsmen. International Journal of eSports Research, 1(1), 1-15.

Bickmann, P., Wechsler, K. Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2020). Gaze Behavior of Professional and Non-Professional eSports Players in FIFA 19. International Journal of Gaming and Computer-Mediated Simulations, 12(3), 1-17.

Bidwell, S. (2010). Fnatic's 2009: A Photo Collage Kind of Thing. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 59–62). Norderstedt: Books on Demand GmbH.

Blackburn, J., & Kwak, H. (2014, April). Stfu Noob! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games. In Proceedings of the 23rd International Conference on World Wide Web (pp. 877-888). ACM.


Block, F., Hodge, V., Hobson, S., Sephton, N., Devlin, S., Ursu, M. F., … Cowling, P. I. (2018). Narrative Bytes: Data-driven Content Production in Esports (pp. 29-41). In TVX 2018 – Proceedings of the 2018 ACM International Conference on Interactive…

Block, S., & Haack, F. (2021). eSports: A New Industry. SHS Web of Conferences, 92.

Bo, L., Fa, H., & Yi, Y. (2010). Beijing E-Sports Industry Development Based on SWOT Analysis. In Proceeding of International Innovation Design and Management Forum, 105-109.

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Boes, K. (2010). A Russian in the Desert Country. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 91–92). Norderstedt: Books on Demand GmbH.

Boguslavskaya, V., Budnik, E., Azizulova, A., & Sharakhina, L. V. (2018). Cybersport Community: Social Structures Transformation as a Basis for Intercultural Dialogue. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial…

Boluk, S., & Lemieux, P. (2017). Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Video Games. Minneapolis: University of Minnesota Press.

Boluk, S., & LeMieux, P. (2021). Golden Ticket - Money Games at the Dota 2 International Championship in China. ROMchip, 3(1).

Bonner, J., & Woodward, C. (2012). On Domain-specific Decision Support Systems for E-sports Strategy Games. Proceedings of the 24th Australian Computer-Human Interaction Conference, 42-51.

Bonny, J. W., & Castaneda, L. M. (2016). Impact of the Arrangement of Game Information on Recall Performance of Multiplayer Online Battle Arena Players. Applied Cognitive Psychology, 30(5), 664-671.

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Bonny, J. W., Castaneda, L. M., & Swanson, T. (2016). Using an International Gaming Tournament to Study Individual Differences in MOBA Expertise and Cognitive Skills. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems…

Borggrefe, C. (2018). eSport gehört nicht unter das Dach des organisierten Sports. German Journal of Exercise and Sport Research, 48(3), 447-450.

Borggrefe, C. (2018). Kommentar zu: Borchert, Schulke und Schneider (2018) „eSport: Vom Präfix zum Thema für den organisierten Sport!?“. German Journal of Exercise and Sport Research, 48(3), 456-457.

Borkowski, J. (2018). La femme dans l’esport : état des lieux de la mixité au travers du parcours des joueuses et joueurs compétitifs du jeu vidéo en France. Mémoire de Master 2 Sociologie. Université de Rennes.

Bornemark, O. (2013). Success Factors for E-Sport Games. In S. Bensch & F. Drewes (Eds.), Proceedings of Umea’s 16th Student Conference in Computing Science USCCS 2013 (pp. 1-12). Umea: Umea University.

Borowy, M., & Jin, D. Y. (2013). Pioneering eSport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests. International Journal of Communication, 7.

Borowy, M., & Jin, D. Y. (2016). Mega-Events and Globalization: Capital and Spectacle in a Changing World Order. London: Routledge.

Bosc, G., Kaytoue, M., Raïssi, C., & Boulicaut, J. F. (2014). Fouille de motifs séquentiels pour l’élicitation de stratégies à partir de traces d’interactions entre agents en compétition. EGC, 14, 359-370.

Bosc, G., Kaytoue, M., Raïssi, C., Boulicaut, J.-F., & Tan, P. (2014). Mining Balanced Patterns in Real-Time Strategy Games. LIRIS Research Report. (Extended version of paper presented at European Conference on Artificial Intelligence– ECAI 2014.)

Bosc, G., Tan, P., Boulicaut, J. F., Raïssi, C., & Kaytoue, M. (2015). A Pattern Mining Approach to Study Strategy Balance in RTS Games. IEEE Transactions on Computational Intelligence and AI in Games, 9(2), 123-132.

Bosser, A. G., & Nakatsu, R. (2006). Hardcore Gamers and Casual Gamers Playing Online Together. In Harper R., Rauterberg M., Combetto M. (Eds.) Entertainment Computing – ICEC 2006. ICEC 20.
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