"Dublin Core:Title","Dublin Core:Description","Dublin Core:Creator","Dublin Core:Date","Dublin Core:Publisher","Dublin Core:Language","Dublin Core:Type","Dublin Core:Identifier","Dublin Core:Subject","Dublin Core:Source","Dublin Core:Contributor","Dublin Core:Rights","Dublin Core:Relation","Dublin Core:Format","Dublin Core:Coverage","Item Type Metadata:Text","Item Type Metadata:URL",tags,file,itemType,collection,public,featured
"Influence of service performance variables and brand variables on the loyalty of esports event users"," 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"," Amor, JSC.; Aguado-Berenguer, S.; García-Pascual, F.",2022,Retos,Spanish,,,,,,,,,,,,"brand management,esports,esports events,loyalty,video games",,,,1,0
"The fascination of virtual skins and consumers buying behaviour in Counter Strike Global Offensive","Aallo, M. (2022). The fascination of virtual skins and consumers buying behaviour in Counter Strike Global Offensive.","Aallo, M.",2022,"Satakunta University of Applied Sciences",English,"Bachelor Thesis","https://www.theseus.fi/bitstream/handle/10024/783959/Aallo_Mikko.pdf?sequence=2",,,,,,,,,,"Buying Behaviour,Counter Strike,esports,skins",,,,1,0
"Deportes Electrónicos: A un clic de distancia","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. ","Abad, J. E. ",2015,"Universidad Nacional de La Plata",Spanish,"Conference Paper",http://sedici.unlp.edu.ar/bitstream/handle/10915/56683/Documento_completo.pdf-PDFA.pdf?sequence=1&isAllowed=y,,,,,,,,,,"Spanish,Technology",,"Conference Papers",,1,0
"E-Sport and the EU: The View from the English Bridge Union","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. ",2019,"The International Sports Law Journal",English,"Journal Paper",https://doi.org/10.1007/s40318-018-0139-6,,,,,,,"elements of sport, physical element, social function",,,"elements of sport,physical element,social function",,"Journal Papers",,1,0
"Institutionalisation in E-Sports","Abanazir, C. (2018). Institutionalisation in E-Sports. Sports, Ethics and Philosophy, 13 (2), 117–131.","Abanazir, C.",2018,"Sports, Ethics and Philosophy",English,"Journal Paper",https://doi.org/10.1080/17511321.2018.1453538,,,,,,,,,,"governance,institutionalisation,stability,video games",,"Journal Papers",,1,0
"An Exploration of Esports' Place within the Olympic Movement","Abanazir, C. (2021). Of Values and Commercialisation: An Exploration of Esports' Place within the Olympic Movement. Sport, Ethics and Philosophy.","Abanazir, C.",2021,"Sport, Ethics and Philosophy",English,"Journal Paper","Sport, Ethics and Philosophy",,,,,,,,,,,,"Journal Papers",,1,0
"Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement","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","Abanazir, C.",2021,"Sport, Ethics and Philosophy",English,"Journal Paper","https://doi.org/10.1080/17511321.2021.1945669",,,,,,,,,,,,"Journal Papers",,1,0
"The Olympic Movement and esports governance: Finding the right way of cooperating for diversity, equity, and inclusion","Abanazir, C. (2022). The Olympic Movement and esports governance: Finding the right way of cooperating for diversity, equity, and inclusion. In Social Issues in Esports (pp. 148-162). Routledge.","Abanazir, C.",2022,"Book Chapter",English,"Journal Paper","https://doi.org/10.1080/10447318.2022.2141008",,,,,,,,,,"esports,olympics",,,,1,0
"Esports Consumer Perspectives on Match-Fixing: Implications for Gambling Awareness and Game Integrity","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. ",2018,"International Gambling Studies",English,"Journal Paper",https://doi.org/10.1080/14459795.2018.1558451,,,,,,,,,,"cheating,Gambling,game integrity,gaming,match-fixing",,"Journal Papers",Gambling,1,0
"Gambling engagement mechanisms in twitch live streaming","Abarbanel, B., & Johnson, M. R. (2020). Gambling engagement mechanisms in twitch live streaming. International Gambling Studies, 20(3), 393-413.","Abarbanel, B., & Johnson, M. R.",2020,"Taylor & Francis",English,"Journal Paper","https://doi.org/10.1080/14459795.2020.1766097",,,,,,,,,,"chance,gamblification,Gambling; gaming,live streaming,monetization,Twitch,viewer engagement",,,,1,0
"Gamers Who Gamble: Examining the Relationship Between Esports Spectatorship and Event Wagering","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.","Abarbanel, B., Macey, J., Hamari, J., & Melton, R. ",2020,"Journal of Emerging Sport Studies",English,"Journal Paper",,,,,,,,,,,,,"Journal Papers",,1,0
"Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach","Abbasi, A. Z. (2022). Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach. EuroMed Journal of Business, (ahead-of-print).","Abbasi, A. Z. ",2022,"EuroMed Journal of Business",English,"Journal Paper","https://doi.org/10.1108/EMJB-04-2022-0068",,,,,,,,,,"composite measurement model,Consumer eSports engagement,eSprt game brands,reflective-formative construct,scale validation",,,,1,0
"Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach","Abbasi, A. Z. (2022). Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach. EuroMed Journal of Business, (ahead-of-print).","Abbasi, A. Z. ",2022,"EuroMed Journal of Business",English,"Journal Paper","https://doi.org/10.1108/EMJB-04-2022-0068",,,,,,,,,,"composite measurement model,Consumer eSports engagement,eSprt game brands,reflective-formative construct,scale validation",,,,1,0
"Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports","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.","Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H.",2020,"Frontiers in Psychology",English,"Journal Paper","https://doi.org/10.3389/fpsyg.2020.01831",,,,,,,,,,"consumer engagement,HEXACO 60 items,personality factors,PLS-SEM approach",,"Journal Papers",,1,0
"Modeling of the role of E-Word of Mouth on Business Performance of eSports with Mediating of Consumer Purchasing Behavior","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.","Abdolmaleki, H., Khodayari, A., & Shariati, J. A.",2022,"Journal of Sport Management",English,"Journal Paper","https://dx.doi.org/10.22059/jsm.2020.291066.2346",,,,,,,,,,"customer,e-sport,small business,Word of Mouth",,,,1,0
"Promoting Emotions with Angry Birds-like Gameplay on Rube Goldberg Machine Levels","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 (ICCE-Asia) (pp. 149-150). IEEE.","Abdullah, F., Yang, C., Paliyawan, P., Thawonmas, R., Harada, T., & Bachtiar, F. A.",2019,IEEE,English,"Conference Paper","http://dx.doi.org/10.1109/ICCE-Asia46551.2019.8941596",,,,,,,,,,"Angry Birds,Rube Goldberg Machine,spectator,well-being",,,,1,0
"How do esports actors perceive the Metaverse as a servicescape for esports: An interpretative phenomenological analysis: An exploratory study about the business …","Abed, A., & Rinkevic, K. (2022). How do esports actors perceive the Metaverse as a servicescape for esports: An interpretative phenomenological analysis: An exploratory study about the business opportunities and challenges in the Metaverse.","Abed, A., & Rinkevic, K. ",2022,"Jönköping Business School",English,"Bachelor Thesis","https://www.diva-portal.org/smash/get/diva2:1663441/FULLTEXT01.pdf",,,,,,,,,,"esports,marketing in the Metaverse,metaverse,online servicescapes,servicescapes",,,,1,0
"The Legal Status of Video Games: Comparative Analysis in National Approaches","Abrams, M. S. (2013). The Legal Status of Video Games: Comparative Analysis in National Approaches. WIPO Working Paper.","Abrams, M. S.",2013,"WIPO Working Paper",English,"Working Paper","https://www.wipo.int/export/sites/www/copyright/en/activities/pdf/comparative_analysis_on_video_games.pdf",,,,,,,,,,"legal,national analysis",,"Working Papers",Legal,1,0
"Identifying the Pros, Cons and Tactics of eSports Sponsorships: An Integrative Literature Review","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), ","Abreu Freitas, B. D., Contreras-Espinosa, S. R., Pereira Correia, P. Á. ",2020,"Comunicação Pública",Portuguese,"Journal Paper",https://doi.org/10.4000/cp.7243,,,,,,,,,,,,"Journal Papers",,1,0
"Female Fighters: Perceptions of Femininity in the Super Smash Bros Community","Adams, J. L. (2016). Female Fighters: Perceptions of Femininity in the Super Smash Bros Community. Press Start, 3 (1), 99-114.","Adams, J. L.",2016,"Press Start",English,"Journal Paper","http://press-start.gla.ac.uk/index.php?journal=press-start&page=article&op=view&path%5B%5D=47&path%5B%5D=37",,,,,,,,,,"gender performativity,hypermasculinity,Nintendo,sexualization,Super Smash Bros,symbolic interactionism",,"Journal Papers","Representation & Toxicity",1,0
"Collective Bargaining Challenges in the Rise of Esports and Professional Video Gaming","Adams, M. (2020). Collective Bargaining Challenges in the Rise of Esports and Professional Video Gaming. Indiana Law Review, 53(2), 371-397.","Adams, M.",2020,"Indiana Law Review","English ","Journal Paper",,,,,,,,,,,,,"Journal Papers",,1,0
"Playing Computer Games as Electronic Sport: In Search of a Theoretical Framing for a New Research Field","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). Berlin: Springer.","Adamus, T.",2012,Springer,English,"Book Chapter","https://doi.org/10.1007/978-94-007-2777-9_30",,,,,,,,,,,,"Book Chapters",,1,0
"Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies","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.","Adinolf, S., & Turkay, S.",2018,ACM,English,"Conference Paper","https://doi.org/10.1007/978-94-007-2777-9_30",,,,,,,,,,"contextualisation,research field,theoretical framework",,"Conference Papers","Representation & Toxicity",1,0
"League of Legends: Players and Esports ","Agha, B. (2015). League of Legends: Players and Esports. Master’s thesis. McMaster University: Hamilton.
","Agha, B.",2015,"McMaster University",English,Dissertation,,,,,,,,,,,"League of Legends,player",,Dissertations,,1,0
"Integration of eSports in the Structure of Ifs: Disruption or Continuity?","Aghey, C. (2020). Integration of eSports in the Structure of Ifs: Disruption or Continuity? The International Sports Law Journal, 20, 120-125.","Aghey, C.",2020,"The International Sports Law Journal",English,"Journal Paper","https://doi.org/10.1007/s40318-020-00175-7",,,,,,,,,,"doping,FIFA,football,match fixing",,"Journal Papers",,1,0
"Understanding esports industry and impact of Covid-19 on it: a review of literature","Agrawal, M., & Upadhyay, A. K. (2022). Understanding esports industry and impact of Covid-19 on it: a review of literature. Cardiometry, (22), 371-376.","Agrawal, M., & Upadhyay, A. K.",2022,Cardiometry,English,"Journal Paper","https://media.proquest.com/media/hms/PFT/1/En2FN?_s=7ZLf3yY7KZIY1rq7unrLTSwo5BM%3D",,,,,,,,,,"Competitive-gaming,COVID-19,esports,Literature-review,Lockdown,multiplayer,Video-games",,,,1,0
"The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape","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","Ahn, J., Collis, W., & Jenny, S.",2020,"International Journal of Esports",English,"Journal Paper","https://ijesports.org/article/15/html",,,,,,,,,,"Game Publishers,Market sizing,sponsorship,Streaming",,"Journal Papers","Esports & Streaming",1,0
"Me and My Art","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.","Ahnström, K. ",2011,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"The effects of esports on sleep: a systematic literature review.","Akan, B. A. Y. R. A. K. D. A. R., Alin, L. A. R. İ. O. N., Işık, B. A. Y. R. A. K. T. A. R., & Pelin, A. V. C. I. (2022). The effects of esports on sleep: a systematic literature review. Ovidius University Annals, Series Physical Education & Sport/Science, Movement & Health, 22(2).","Akan, B. A. Y. R. A. K. D. A. R., Alin, L. A. R. İ. O. N., Işık, B. A. Y. R. A. K. T. A. R., & Pelin, A. V. C. I. ",2022,"Movement & Health",English,English,"https://www.analefefs.ro/en/anale-fefs/2022/i2/pe-autori/4.%20BAYRAKDAR%20Akan%20,%20LAR%C4%B0ON%20Alin%20,%20BAYRAKTAR%20I%C5%9F%C4%B1k%20,%20AVCI%20Pelin.pdf",,,,,,,,,,"esports,Esports players,Health,sleep",,,,1,0
"Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces","Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).","Aksun, O.",2022,"MIDDLE EAST TECHNICAL UNIVERSITY",English,"Master Thesis","https://open.metu.edu.tr/bitstream/handle/11511/96296/ozan_aksun_thesis.pdf",,,,,,,,,,"gaming,Interface Design,motivation,Spectating Experience,User Experience",,,,1,0
"Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces","Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).","Aksun, O.",2022,"Middle East Technical University",English,"Master Thesis","https://open.metu.edu.tr/bitstream/handle/11511/96296/ozan_aksun_thesis.pdf",,,,,,,,,,"gaming,Interface Design,motivation,Spectating Experience,User Experience",,,,1,0
"Conventions within eSports: Exploring Similarities in Design","Al Dafai, S. (2016). Conventions within eSports: Exploring Similarities in Design. Proceedings of 1st International Joint Conference of DiGRA and FDG.","Al Dafai, S.",2016,DIGRA,English,"Conference Paper","http://www.digra.org/wp-content/uploads/digital-library/paper_249.pdf",,,,,,,,,,"competitive games,Counter Strike: Global Offensive,game design,League of Legends",,"Conference Papers",,1,0
"The dynamics of collective social behavior in a crowd controlled game","Aleta, A., & Moreno, Y. (2019). The dynamics of collective social behavior in a crowd controlled game. EPJ Data Science, 8(1), 22.","Aleta, A., & Moreno, Y. ",2019,"EPJ Data Science",English,"Journal Paper","https://doi.org/10.1140/epjds/s13688-019-0200-1",,,,,,,,,,"Collective behavior,Crowd behavior,Social identity theory,Swarm systems",,,,1,0
"Virtual Team Performance in a Highly Competitive Environment","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","Algesheimer, R., Dholakia, U. M., & Gurau, C.",2011,"Group & Organization, Management",English,"Journal Paper","https://doi.org/10.1177/1059601110391251",,,,,,,,,,"IMOI model,longitudinal structural equation model,virtual team performance",,"Journal Papers",,1,0
"Investir dans l’esport. Quels sont les facteurs clés qui font le succès d’un jeu esport","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.","Allard, R.",2017,"Université Paris Sud",French,Dissertation,,,,,,,,,,,"French,investment,success factors",,Dissertations,,1,0
"Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi Arabia","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 Arabia. In Healthcare (Vol. 10, No. 2, p. 257). MDPI.","AlMarzooqi, M. A., Alhaj, O. A., Alrasheed, M. M., Helmy, M., Trabelsi, K., Ebrahim, A., ... & Ben Saad, H. ",2022,MDPI,English,"Journal Paper","https://doi.org/10.3390/healthcare10020257",,,,,,,,,,"Electronic sport,food addiction,nomophobia,physical activity,psychological condition",,,,1,0
"Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi Arabia","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 Arabia. In Healthcare (Vol. 10, No. 2, p. 257). MDPI.","AlMarzooqi, M. A., Alhaj, O. A., Alrasheed, M. M., Helmy, M., Trabelsi, K., Ebrahim, A., ... & Ben Saad, H. ",2022,"Healthcare ",English,"Journal Paper","https://doi.org/10.3390/healthcare10020257",,,,,,,,,,"Electronic sport,food addiction,nomophobia,physical activity,psychological condition",,,,1,0
"Prediction of winners in MOBA games","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.","Almeida, C. E. M., Correia, R. C. M., Eler, D. M., Olivete-Jr, C., Garci, R. E., Scabora, L. C., & Spadon, G. ",2017,"Iberian Conference on Information Systems and Technologies",Spanish,"Conference Paper","https://doi.org/10.23919/CISTI.2017.7975774",,,,,,,,,,"Dota 2,MOBA,prediction",,"Conference Papers",,1,0
"L’hygiénisation du corps du joueur esportif et du gamer","Altenbach Berthod, R. (2017). L’hygiénisation du corps du joueur esportif et du gamer. Université de Lausanne.
","Altenbach Berthod, R.",2017,"Université de Lausanne",French,,,,,,,,,,,,French,,,,1,0
"Engagement émotionnel dans la pratique du jeu vidéo compétitif","Altenbach Berthod, R. (2018). Engagement émotionnel dans la pratique du jeu vidéo compétitif. Université de Lausanne.","Altenbach Berthod, R.",2018,"Université de Lausanne",French,,,,,,,,,,,,French,,,,1,0
"Forensic analysis of Twitch video streaming activities on Android","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.","AlZahrani, A., Wani, M. A., & Bhat, W. A.",2021,"Journal of Forensic Sciences",English,"Journal Paper","https://doi.org/10.1111/1556-4029.14750",,,,,,,,,,"Android,digital forensics,smartphone,Streaming,Twitch,video",,,,1,0
"Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI","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 Computer-Mediated Simulations, 10(2), 71–80, https://doi.org/10.4018/IJGCMS.2018040104.","Amazan-Hall, K., Chen, J. J., Chiang, K., Cullen, A. L. L., Deppe, M., Dormitorio, E., … Trammell, A.",2018,"tional Journal of Gaming and Computer-Mediated Simulations",English,"Journal Paper","https://doi.org/10.4018/IJGCMS.2018040104",,,,,,,,,,"diversity,higher education,inclusion",,"Journal Papers",,1,0
"The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor","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.","American Journal of Play",2020,"American Journal of Play",English,"Journal Paper","https://www.journalofplay.org/sites/www.journalofplay.org/files/pdf-articles/AJP-12-2-Article-1-Multiplayer.pdf",,,,,,,,,,"assemblage,coconstruction,live streaming,Twitch",,"Journal Papers","Esports & Streaming",1,1
"Gender influence on brand recommendation at an esports event","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., Alguacil, M., & Gómez-Tafalla, A. M. ",2022,"Journal of Physical Education and Sport",English,"Journal Paper","https://doi.org/10.7752/jpes.2022.01030",,,,,,,,,,"commitment,congruence,esports,gender differences,trust,video games",,,,1,0
"Brand Image in Esports Events. Differences between Players and Non-Players","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. C., Pérez-Campos, C., & Molina-García, N. ",2021,"Journal of sport economics & management",Spanish,"Journal Paper",,,,,,,,,,,,,"Journal Papers",,1,0
"Percepción de la marca en esports: evento grande y pequeño","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). Servizo de Publicacións.","Amor, J. S., Hervás, J. C., & Berenguer, S. A. ",2021,"Servizo de Publicacións",Spanish,"Conference Paper","https://dialnet.unirioja.es/servlet/articulo?codigo=8053887",,,,,,,,,,,,,,1,0
"Jogos Eletrônicos, E-Sports e Educação Física: Aproximações e Distanciamentos","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 Lazer, 25(1), 459-486.","Anastácio, B. S., Savonitti, G. A., de Oliveira, M. A., & da Silva Mocarzel, R. C. ",2022,Licere,Portuguese,"Journal Paper","https://periodicos.ufmg.br/index.php/licere/article/download/39115/30211",,,,,,,,,,"E-Sports,Electronic games,game,physical education",,,,1,0
"Die wirtschaftliche Perspektive des eSports","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.","Anderie, L., & Görlich, D. ",2020,"Springer Gabler",German,"Book Chapter",,,,,,,,,,,,,"Book Chapters",,1,0
"Understanding esports as a STEM career ready curriculum in the wild","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 Applications, VS-Games 2018 – Proceedings.","Anderson, C. G., Tsaasan, A. M., Reitman, J., Lee, J. S., Wu, M., Steel, H., … Steinkuehler, C. ",2018,"VS-Games 2018",English,"Conference Paper","https://doi.org/10.1109/VS-Games.2018.8493445",,,,,,,,,,"higher education,STEM",,"Conference Papers",,1,0
"An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives","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, D., Sweeney, K., Pasquini, E., Estes, B., & Zapalac, R. ",2021,"International Journal of eSports Research",English,"Journal Paper",,,,,,,,,,,,,"Journal Papers",,1,0
"Marketing Esports to the Masses: Testing the Efficacy of Positive Community-Curated Stimuli on Mitigating Negative Attitudes towards Esports","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.","Anderson, M.",2018,"University of York",English,Dissertations,"https://zenodo.org/record/2538108#.XO2ev4hKguV",,,,,,,,,,marketing,,Dissertations,,1,0
"Watching People Is Not a Game: Interactive Online Corporeality, Twitch.tv and Videogame Streams","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.",2017,"Game Studies",English,"Journal Paper","http://gamestudies.org/1701/articles/anderson",,,,,,,,,,"bodies,corporeal turn,interactive online corporeality,twitch.tv,website design",,,,1,0
"Gamer identities of video game live streamers with disabilities","Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.","Anderson, S. L., & Johnson, M. R. ",2021,"Taylor & Francis",English,"Journal Paper","https://doi.org/10.1080/1369118X.2021.1907433",,,,,,,,,,"Disability,identity,streamers,twitch.tv,video games",,,,1,0
"Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture","Anderson, S. L., & Schrier, K. (Kat). (2022). Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture. Games and Culture, 17(2), 179-197.","Anderson, S.L. and Schrier, K.",2022,"Games and Culture",English,"Journal Papers",https://doi.org/10.1177/15554120211021005,,,,,,,,,,"accessibility,Disability,gaming culture,Journalism,video games",,"Journal Papers","Esports & Streaming",1,0
"Art of Daniel Andersson","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.","Andersson, D. ",2011,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"Assessment of spontaneous eye blink rate in online livestream video game players","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.","Andoh, J., & DeBroff, B.",2021,"Advances in Ophthalmology & Visual System",English,"Journal Paper","http://dx.doi.org/10.15406/aovs.2021.11.00401",,,,,,,,,,"Blink Rate,Controlled Environments,Game Players,Screen Use,Study Population,The Difference,The Mean,Total Study Population,video game,Video Gamers",,,,1,0
"A qualitative study on Norwegian esports students' sleep,
nutritional and physical activity habits and the link to health and
performance","Baumann, A., Mentzoni, R. A., Erevik, E., & Pallesen, S. (2022). A qualitative study on Norwegian esports students’ sleep, nutritional and physical activity habits and the link to health and performance. International Journal of Esports","André Baumann, Rune Aune Mentzoni, Eilin Erevik, Ståle Pallesen",2022,"International Journal of Esports",English,"Journal Paper",https://www.ijesports.org/article/88/html,,,,,,,,,,"esports,Health Highlights,nutrition,performance,physical activity,sleep",,"Journal Papers","Esports & Streaming",1,0
"Physiological and Perceptual Response to a Live Collegiate Esports Tournament","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.","Andre, T. L., Walsh, S. M., Vallado, S., & Cox, D.",2020,"International Journal of Exercise Science",English,"Journal Paper",https://digitalcommons.wku.edu/ijes/vol13/iss6/18/,,,,,,,,,,"heart rate,HrV,mental fatigue,RPE",,"Journal Papers",,1,0
"A Newborn Business Esports: Discover the Industry Behind Professional Gaming","Andrejkovics, Z. (2018). A Newborn Business Esports: Discover the Industry Behind Professional Gaming. Independently published.","Andrejkovics, Z.",2018,"Independently published",English,Book,,,,,,,,,,,,,Book,,1,0
" The Invisible Game: Mindset of a Winning Team","Andrejkovics, Z. (2016). The Invisible Game: Mindset of a Winning Team. CreateSpace Independent Publishing Platform.","Andrejkovics, Z.",2016,"CreateSpace Independent Publishing Platform",English,Book,,,,,,,,,,,,,Book,,1,0
"Sport and Prosumption","Andrews, D., & Ritzer, G. (2018). Sport and Prosumption. Journal of Consumer Culture, 18 (2), 356–373.
","Andrews, D., & Ritzer, G.",2019,"Journal of Consumer Culture",English,"Journal Paper","https://doi.org/10.1177/1469540517747093",,,,,,,,,,"digital media,McDonaldization,prosumer,prosumption",,"Journal Papers",,1,0
"Assessing Collegiate Esports Players","Andrews, N., & Mumford, P. W. (2022). Assessing Collegiate Esports Players.","Andrews, N., & Mumford, P. W. ",2022,None,English,Poster,"https://digitalcommons.lindenwood.edu/src/Posters/Session1/10",,,,,,,,,,"esports,supplementation,training",,,,1,0
"Barriers, Issues, and Similarities Among Women in eSports and Similar Mixed Gender Sports: Ascertaining Common Ground","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 Into the Business of Esports (pp. 25-46). IGI Global. ","Andrews, S. K., & Crawford, C. M.",2021,"IGI Global",English,"Book Chapter",,,,,,,,,,,,,"Book Chapters",,1,0
"Impact of eSports Upon Higher Education From a Faculty Perspective: Transformational 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 of Research on Pathways and Opportunities Into the Business of Esports (pp. 149-178). IGI Global. ","Andrews, S. K., Michael, T. B., Williams, M. A., Lacher, L. L., & Crawford, C. M.",2021,"IGI Global",English,"Book Chapter",,,,,,,,,,,,,"Book Chapters",,1,0
"Handbook of Research on Pathways and Opportunities Into the Business of Esports","Andrews, S., & Crawford, C. M. (Eds.). (2021). Handbook of Research on Pathways and Opportunities Into the Business of Esports. IGI Global. ","Andrews, S., & Crawford, C. M.",2021,"IGI Global",English,Book,,,,,,,,,,,,,Book,,1,0
"A milestone in the era of esports: The Olympics through the lens of virtual reality","Anðelić, B., Bianco, A., Maksimović, N., Todorović, N., & Drid, P. (2022). A milestone in the era of esports: The Olympics through the lens of virtual reality. Frontiers in Psychology, 13.","Anðelić, B., Bianco, A., Maksimović, N., Todorović, N., & Drid, P. ",2022,"Frontiers in Psychology",English,"Journal Paper","https://doi.org/10.3389/fpsyg.2022.990189",,,,,,,,,,"esports,olympics,physical activity,video games,virtual reality",,,,1,0
"The Trials, Tribulations and Perseverance","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.","Angel, G., & Ruiz, B.",2010,"Books on Demand GmbH.",English,"Book Chapter",http://www.esportsyearbook.com,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"Why do people watch others eat food? An Empirical Study on the Motivations and Practices of Mukbang Viewers","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 Systems (pp. 1-13).","Anjani, L., Mok, T., Tang, A., Oehlberg, L., & Goh, W. B. ",2020,"CHI conference on Human Factors in Computing Systems",English,"Conference Paper","https://doi.org/10.1145/3313831.3376567",,,,,,,,,,"live streaming,mukbang,Twitch,video streams",,,,1,0
"Commodifiaction Of Workers On Esports Athletes In Digital Sports Industry","Anshari, F., Evangelina, J., & Abbabil, S. U. (2022). Commodifiaction Of Workers On Esports Athletes In Digital Sports Industry. Jurnal Komunikasi, 14(2), 277-298.","Anshari, F., Evangelina, J., & Abbabil, S. U. ",2022,"Jurnal Komunikasi",English,"Journal Paper","https://doi.org/10.24912/jk.v14i2.17153",,,,,,,,,,"digital sport,e-athlete,Esport",,,,1,0
"Deportes electrónicos. Una aproximación a las posibilidades comunicativas de un mercado emergente","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.
","Antón-Roncero, M., & García García, F.",2014,"Questiones publicitarias",Spanish,"Journal Paper","https://doi.org/10.5565/rev/qp.28",,,,,,,,,,"digital culture",,"Journal Papers",,1,0
"Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process","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.","Anyi Wan Jr, J., Alif bin Kamal, A. & bin Abd Rahman, S.",2021,"Journal of IT in Asia",English,"Journal Paper",https://doi.org/10.33736/jita.2846.2021,,,,,,,,,,"analytics,League of Legends,team,team coordination",,,,1,0
"Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports","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, Cham.","Apperley, T. ",2022,"Palgrave Macmillan",English,"Book Chapter","https://doi.org/10.1007/978-3-030-82767-0_10",,,,,,,,,,"gender,Misogyny,NSFW,Pornification,Sexuality",,,,1,0
"Early online classification of encrypted traffic streams using multi-fractal features","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.","Areström, E., & Carlsson",2019,IEEE,English,"Conference Paper","https://doi.org/10.1109/INFCOMW.2019.8845127",,,,,,,,,,"Cryptography,Feature extraction,Fractals,Mathematical model,Quality of experience,streaming media,Time series analysis",,,,1,0
"Topical Review: Optometric Considerations in Sports Versus E-Sports","Argilés, M., Quevedo-Junyent, L., & Erickson, G. (2022). Topical Review: Optometric Considerations in Sports Versus E-Sports. Perceptual and Motor Skills, 00315125211073401.","Argilés, M., Quevedo-Junyent, L., & Erickson, G. ",2022,"Perceptual and Motor Skills",English,"Journal Paper","https://doi.org/10.1177/00315125211073401",,,,,,,,,,"esports,Traditional sports",,,,1,0
"PENGARUH FENOMENA REAL MONEY TRADE TERHADAP KEPUTUSAN PEMBELIAN DAN IMPLIKASINYA TERHADAP KEPUASAN PELANGGAN VIRTUAL ITEM COUNTER-STRIKE: GLOBAL OFFENSIVE TAHUN 2021","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.","Arkaan, D., & Kosasih, K.",2022,"Eqien-Jurnal Ekonomi dan Bisnis",Indonesian,"Journal Paper","https://stiemuttaqien.ac.id/ojs/index.php/OJS/article/download/412/232",,,,,,,,,,"Customer Satisfaction,Purchase Decision,Real Money Trade Phenomenon",,,,1,0
"Interactivity, Ethical Behaviors, And Transmediation in eSports: An Analysis of Pokémon Through Uses and Gratifications Theory","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 Demand. ","Armstrong, K.",2021,"Books on Demand",English,"Book Chapter",,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"eSport - A New Word","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.","Arnaud, J.-C. ",2010,"Books on Demand GmbH",English,"Book Chapter",http://www.esportsyearbook.com,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"Cross-platform Interactions and Popularity in the Live-streaming Community","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).","Arnett, L., Netzorg, R., Chaintreau, A., & Wu, E. ",2019,"CHI Conference on Human Factors in Computing Systems ",English,"Conference Paper","https://doi.org/10.1145/3290607.3312900",,,,,,,,,,"Live-streaming,popularity,social media platforms,Twitch",,,,1,0
"Sportübertragung 2.0: das Publikum von eSport-Streams im deutschsprachigen Raum","Arnusch, F. (2015). Sportübertragung 2.0: das Publikum von eSport-Streams im deutschsprachigen Raum (Magisterarbeit). Universität Wien, Wien.","Arnusch, F.",2015,"University of Vienna",German,Dissertation,,,,,,,,,,,"live streaming",,Dissertations,,1,0
"Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames","Ash, J. (2012). Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames. Environment and Planning A44 (1), 187–203.
","Ash, J.",2012,"Environment and Planning",English,"Journal Paper","https://doi.org/10.1068/a44171",,,,,,,,,,"habit,phenomenality,postphenomenology,technicity,Technology",,"Journal Papers",,1,0
"The politics of user-platform relationships: Co-scripting live-streaming on Twitch. tv","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).","Ask, K., Spilker, H. S., & Hansen, M. ",2019,"First Monday",English,"Journal Paper","https://doi.org/10.5210/fm.v24i7.9648",,,,,,,,,,"Live-streaming,platforms,sociomateriality,Twitch,users",,,,1,0
"Sportification of Professional Gaming: A Study on Gender and Technology","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.","Assuncao, C.",2018,"University of Jyväskylä",English,"Conference Paper",,,,,,,,,,,"gender,sportification",,"Conference Papers","Representation & Toxicity",1,0
"Fuzzy Logic Based Decision Support System for Broadcaster on Twitch","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).","Atagün, E., Korkmaz, M., Tı̇muçı̇n, T., & Yücedağ, İ. ",2018,"International Technological Sciences And Design Symposium",English,"Conference Paper","https://www.researchgate.net/profile/Ercan-Ataguen-2/publication/331277302_Fuzzy_Logic_Based_Decision_Support_System_for_Broadcaster_on_Twitch/links/5c6fe416a6fdcc47159206f6/Fuzzy-Logic-Based-Decision-Support-System-for-Broadcaster-on-Twitch.pdf",,,,,,,,,,"decision support system,Fuzzy Logic,Twitch",,,,1,0
"What Is Being Played in the World? Mobile eSport Applications","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.","Atalay, A., & Topuz, A. C.",2018,"Universal Journal of Educational Research",English,"Journal Paper","https://doi.org/10.13189/ujer.2018.060615",,,,,,,,,,"mobile esports,sportification",,"Journal Papers",,1,0
"Stermy's Life Story","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.","Avallone, A.",2010,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"Promotion of Esports University","Avgeropoulos, I. (2022). Promotion of Esports University.","Avgeropoulos, I.",2022,"KAMK - University of Applied Sciences",English,"Bachelor Thesis","https://www.theseus.fi/bitstream/handle/10024/755748/Promotion%20of%20Esports%20University%20-%20Ilias%20Avgeropoulos.pdf?sequence=2",,,,,,,,,,"development,global,marketing,promotion,strategy",,,,1,0
"What Is Being Played in the World? Mobile eSport Applications","Ayar, H. (2018). Development of e-Sport in Turkey and in the World. International Journal of Science Culture and Sport, 6(1), 95-102.
","Ayar, H.",2018,"International Journal of Science Culture and Sport",English,"https://dergipark.org.tr/tr/download/article-file/450723",,,,,,,,,,,Turkey,,"Journal Papers",,1,0
"Key factors for eSports games success","Azevedo, R. C. (2022). Key factors for eSports games success (Doctoral dissertation).","Azevedo, R. C. ",2022,RUN,English,Paper,"http://hdl.handle.net/10362/132922",,,,,,,,,,"consumer behavior,data analysis,esports,Information Systems,uses and gratifications theory",,,,1,0
"Urheber- und kartellrechtliche Grenzen für Publisher im E-Sport","Bach, D. (2023). Urheber- und kartellrechtliche Grenzen für Publisher im E-Sport. Springer Wiesbaden.","Bach, D.",2023,"Springer Wiesbaden",German,"PhD thesis",https://link.springer.com/book/10.1007/978-3-658-42307-0,,,,,,,,,,"Esport,gaming,Leistungsschutzrecht,Marktabgrenzung,Regulierung,Zwangslizenz",,Dissertations,Legal,1,0
"Privacy Preservation for eSports: A Case Study Towards Augmented Video Golf Coaching System","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.","Bacic, B., Meng, Q., & Chan, K. Y. ",2017,"International Conference on Developments in eSystems Engineering",English,"Conference Paper","https://doi.org/10.1109/DeSE.2017.34",,,,,,,,,,"augmented reality,privacy",,"Conference Papers",,1,0
"e-Sports Live: e-Sports Relay Broadcasting on Demand","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 2007. Lecture Notes in Computer Science, vol 4558. Springer, Berlin, Heidelberg, pp. 685-693.","Baek, W., Park, A., Kim, J., & Jung, K.",2007,Springer,English,"Book Chapter","https://doi.org/10.1007/978-3-540-73354-6_75",,,,,,,,,,broadcasting,,"Book Chapters",,1,0
"eSport: Welche Vor- und Nachteile bringt eine rechtliche Qualifizierung mit sich? Folgen einer Aufnahme im DOSB","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.","Bagger von Grafenstein, T.",2018,"MultiMedia und Recht",German,"Journal Paper",,,,,,,,,,,"Germany,sportification",,"Journal Papers",,1,0
"Esports Industry, Video Game Industry and Economic Growth: An Empirical Research in China","Bai, D., Chen, L., Wang, Y., & Guan, G. (2022). Esports Industry, Video Game Industry and Economic Growth: An Empirical Research in China. Video Game Industry and Economic Growth: An Empirical Research in China (April 3, 2022).","Bai, D., Chen, L., Wang, Y., & Guan, G.",2022,SSRN,English,"Book Chapter","https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4074000",,,,,,,,,,"cointegrating regression,economic growth,eSports industry,VAR-VEC,Video game industry",,,,1,0
"From the Cradle to Battle: What Shapes the Careers of Female CS: GO Esports Players","Balakina, D., Serada, A., & Schott, G. (2022, November). From the Cradle to Battle: What Shapes the Careers of Female CS: GO Esports Players. In Proceedings of the 25th International Academic Mindtrek Conference (pp. 41-52).","Balakina, D., Serada, A., & Schott, G. ",2022,"International Academic Mindtrek Conference",English,"Conference Paper","https://doi.org/10.1145/3569219.3569393",,,,,,,,,,"CS:GO,female esports players",,,,1,0
"The impact of video games on the formation of eSports","Baltezarević, R., & Baltezarević, B. (2018). The impact of video games on the formation of eSports. Physical Education and Sport, 16(1), 137-147.","Baltezarević, R., & Baltezarević, B.",2018,"Physical Education and Sport",English,"Journal Paper",,,,,,,,,,,"video games",,"Journal Papers",,1,0
"“It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities","Baltzar, P., Hassan, L., Turunen, M. (2023). “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities in Journal of Electronic Gaming and Esports.","Baltzar, P., Hassan, L., Turunen, M.",2023,"Journal of Electronic Gaming and Esports",English,"Journal Papers",https://doi.org/10.1123/jege.2022-0029,,,,,,,,,,"game accessibility,habit,multiplayer gaming,single-player games",,"Journal Papers","Esports & Streaming",1,0
""" Old-School"" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective","Bankova, K., & Nablsi, A. (2022). "" Old-School"" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective.","Bankova, K., & Nablsi, A. ",2022,"Jönköping University",English,"Master Thesis","https://www.diva-portal.org/smash/get/diva2:1673491/FULLTEXT01.pdf",,,,,,,,,,"esports,Gamers,LAN,UGT,Uses and gratification theory,video games",,,,1,0
"eSports Revolution: How Professional Gamers and Passionate Fans Set the Stage for a New Billion-Dollar Industry","Banks, C. (2016). eSports Revolution: How Professional Gamers and Passionate Fans Set the Stage for a New Billion-Dollar Industry. Kindle Edition.","Banks. C.",2016,"Kindle Edition",English,Book,,,,,,,,,,,,,Book,,1,0
"The Mediating Effect of Motivations Between Psychiatric Distress and Gaming Disorder Among eSport Gamers and Recreational Gamers","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., Demetrovics, Z., & Király, O.",2019,"Comprehensive Psychiatry",English,"Journal Paper","https://doi.org/10.1016/j.comppsych.2019.152117",,,,,,,,,,"gaming disorder,motivation,stress",,"Journal Papers",,1,0
"The Psychology of Esports: A Systematic Literature Review","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., Griffiths, M. D., Király, O., & Demetrovics, Z.",2018,"Journal of Gambling Studies",English,"Journal Paper","https://link.springer.com/article/10.1007/s10899-018-9763-1",,,,,,,,,,"literature review,psychology",,"Journal Papers",,1,0