Browse Items (1765 total)

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.

Behnke, M., Stefanczyk, M. M., Żurek, G., & Sorokowski, P. (2022). Esports Players Are Less Extroverted and Conscientious than Athletes. Cyberpsychology, Behavior, and Social Networking.

Bell, D. L. (2022). Esports Curricula in US Post-Secondary Institutions: A Case Study.

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

Bennett, M., Čironis, L., Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., ... & Koshy, A. (2022). Continuous monitoring of HRV in esports players. International Journal of Esports, 2(2).

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.

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

Berndt, A., Helmefalk, M., & McCauley, B. (2022). Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’. In 5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022..

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. & Jenny, S. E. (2023). Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade. Palgrave Macmillan.

Besombes, N., & Jenny, S. E. (2022). The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France. Jönköping University.

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.

Białecki, A., Białecki, R., & Gajewski, J. (2022). Redefining Sports: Esports, Environments, Signals and Functions. International Journal of Electronics and Telecommunications, 68(3).

Białecki, A., Gajewski, J., Białecki, P., Phatak, A., & Memmert. (2020). Determinants of Victory in Esports - StarCraft II. Zenodo

Białecki, A., Jakubowska, N., Dobrowolski, P., Białecki, P., Krupiński, L., Szczap, A., ... & Gajewski, J. (2022). SC2EGSet: StarCraft II Esport Replay and Game-state Dataset. arXiv preprint arXiv:2207.03428.

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.

Bilal, K., Erbad, A., & Hefeeda, M. (2018). QoE-aware distributed cloud-based live streaming of multisourced multiview videos. Journal of Network and Computer Applications, 120, 130-144.

Billings, A. C., & Hardin, M. (2022). Changing the Esport Debate: An Upstart Establishes Firm Footing in the Sports Arena. Communication & Sport, 10(2), 171-174.

Billings, A. C., & Hardin, M. (2022). Changing the Esport Debate: An Upstart Establishes Firm Footing in the Sports Arena. Communication & Sport, 10(2), 171-174.

Billings, A., & Mikkilineni, S. D. (2022). The Next Best Thing: How Media Dependency and Uses and Gratifications Inform Esport Fandom During the COVID-19 Pandemic. American Behavioral Scientist, 00027642221118277.

Bingham, C. M. (2020). Talking about Twitch: Dropped Frames and a normative theory of new media production. Convergence, 26(2), 269-286.

Birant, K. U. (2022). Multi‐view rank‐based random forest: A new algorithm for prediction in eSports. Expert Systems, 39(2), e12857.

Birant, K. U., & Birant, D. (2022). Multi-Objective Multi-Instance Learning: A New Approach to Machine Learning for eSports. Entropy, 25(1), 28.

Bisberg, A. J., & Ferrara, E. (2022, August). GCN-WP–Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports. In 2022 IEEE Conference on Games (CoG) (pp. 449-456). IEEE.

Bisht, A., Sharma, H. K., & Choudhury, T. (2022). Effect of esports Among Students in COVID Era. In Micro-Electronics and Telecommunication Engineering (pp. 517-524). Springer, Singapore.

Black Jr, W. L. (2022). An Exploration of Varsity Esport College Athletes’ Social Experiences in Higher Education (Doctoral dissertation, University of Kansas).

Black, W. L., & Gray, K. L. (2022). Using Esports to Amplify Historically Black Colleges and Universities: Shifting the Narrative. In Understanding Collegiate Esports (pp. 21-32). Routledge.

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.

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Blamey, C. (2022). One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums. In Modes of Esports Engagement in Overwatch (pp. 31-47). Palgrave Macmillan, Cham.

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.

Blom, J. (2022) The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Enforces Authorial Intention in Overwatch. Modes of Esports Engagement in Overwatch, 49.

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).

Bonilla, I. (2022), Chamarro, A., & Ventura, C. Habilidades psicológicas en los esports: Estudio cualitativo en jugadores individuales y de equipo.

Bonkalo, T., Makeeva, V., Tsygankova, M., Rybakova, A., Aralova, E., & Plekhanova, E. (2022). Public attitudes to esports development based on the survey of university students and sports psychologists. Revista Conrado, 18(87), 346-351.

Bonkalo, T., Makeeva, V., Tsygankova, M., Rybakova, A., Aralova, E., & Plekhanova, E. (2022). Public attitudes to esports development based on the survey of university students and sports psychologists. Revista Conrado, 18(87), 346-351.

Bonnar, D., Lee, S., Roane, B. M., Blum, D. J., Kahn, M., Jang, E., Dunican, I.C., Gradisar, M. & Suh, S. (2022). Evaluation of a Brief Sleep Intervention Designed to Improve the Sleep, Mood, and Cognitive Performance of Esports Athletes.…

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.

Bonnevie, E., Paczkowski, M. M., Barth, C., Janzen, T., Wartella, E., & Smyser, J. (2022). A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative. NEJM Catalyst…

Bonny, J. W. (2022). Using Collective Metrics to Assess Team Dynamics and Performance in eSports. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 14(1), 1-13.

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…

Borges, G., Sigiliano, D., & Costa, S. (2022). Comparative Study of the Transmedia Element in Esports: America, Europe, and Asia. In Esports and the Media (pp. 69-84). Routledge.

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.

Borggrefe, C. (2022). Systemtheoretische Überlegungen zur Unterscheidung von Sport und eSport. German Journal of Exercise and Sport Research, 52(3), 408-418.

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.

Boudaoud, B., Spjut, J., & Kim, J. (2022). FirstPersonScience: An Open Source Tool for Studying FPS Esports Aiming. In ACM SIGGRAPH 2022 Talks (pp. 1-2).

Boudaoud, B., Spjut, J., Kim, J., Madhusudan, A., & Watson, B. (2022). Esports and expertise: what competitive gaming can teach us about mastery. Interactions, 29(6), 54-59.

Boudot, M., & Faure-Abbad, M. (2017). La qualification juridique de l’e-sport. In Rabu, G. & Reverchon-Billot, M. (Eds.), Les enjeux juridiques de l’e-sport (23-24). Presses Universitaires d’Aix-Marseille.

Bousquet, J., & Ertz, M. (2021). eSports: Historical Review, Current Stte, and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunitites Into the Business of Esports (pp. 1-14). IGI Global.

Bousquet, J., & Ertz, M. (2021). eSports: Historical Review, Current State, and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 1-24 ). IGI Global.

Bowman, N. (2013). Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games. Media Psychology, 16(1), 39-64.

Boyce, W. S., Morris, J., & Tracy, P. M. (2021). COVID-19 and the changes in daily streaming behavior of consumers in the United States. International Journal of Business Analytics (IJBAN), 8(3), 26-39.

This article analyzes the relationship between student productive labor, or the creation of media content like podcasts or graphic designs, and the institutionalization of collegiate esports. Through 19 semi-structured interviews with students and…

Brannon, J. (2018). Are You Not Entertained: Considering the P-3 Visa as an Alternative Option for International Esports Professional Gamers. Arizona Law Review, 60(3), 753-781.

Brauer, J. T., & Van Wambeke-Long, J. H. (2014). Approaching Growth in E-Sports. Worcester Polytechnic Institute Digital WPI

Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and Video Gaming: Comparing Regular Gamers, Non-Gamers, and Gaming Addicts and Differentiating between Game Genres. Computers in Human Behavior, 55, 406–412.

Brenda, H. K. S. (2017). Spectating the Rift: A Study into eSports Spectatorship. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 9–35). Norderstedt: Books on Demand GmbH.

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