"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
" ‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game.","Egliston, B. (2020). ‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game. New Media & Society, 22(6), 984-1003.","Egliston, B. ",2020,Sagepub,English,"Journal Paper","https://doi.org/10.1177%2F1461444819875078",,,,,,,,,,"embodiment,phenomenology,post-phenomenology,skill,videogames",,,,1,0
" A Polymorphic Approach to Esports Betting","Kang, C. (2019). A Polymorphic Approach to Esports Betting. Brigham Young University Prelaw Review, 33 (7), 1-10.","Kang, C.",2019,"Brigham Young University Prelaw Review",English,"Journal Paper",,,,,,,,,,,"betting,Gambling",,"Journal Papers",,1,0
" Definitionen und Diskussion: Sport, Gaming und E-Sport","Schöber, T. (2021, April 30). Definitionen und Diskussion: Sport, Gaming und E-Sport. Retrieved from https://www.paidia.de/definitionen-und-diskussion-sport-gaming-und-e-sport/","Schöber, T.",2021,Paidia,German,"Online Article","https://www.paidia.de/definitionen-und-diskussion-sport-gaming-und-e-sport/",,,,,,,,,,,,,,1,0
" eSports: Historical Review, Current State, and Future Challenges","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. ","Bousquet, J., & Ertz, M. ",2021,"IGI Global",English,"Book Chapter",,,,,,,,,,,,,"Book Chapters",,1,0
" Impact Activation Improves Rapid Button Pressing","Kim, S., Lee, B., & Oulasvirta, A. (2018). Impact Activation Improves Rapid Button Pressing. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, Paper 571, 1–8. DOI:https://doi.org/10.1145/3173574.3174145","Kim, S., Lee, B., & Oulasvirta, A. ",2018,"Association for Computing Machinery",English,"Conference Paper","https://doi.org/10.1145/3173574.3174145",,,,,,,,,,,,"Conference Papers",,1,0
" La qualification juridique de l’e-sport","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.","Boudot, M., & Faure-Abbad, M.",2017,"Presses Universitaires d’Aix-Marseille",French,"Book Chapter",,,,,,,,,,,"legal,qualification",,"Book Chapters",,1,0
" Literacies at Play: Digital-Age Literacies in High School Esports","Pérez Cortés, L. E. (2021). Literacies at Play: Digital-Age Literacies in High School Esports (Doctoral Dissertation). Arizona State University, Tempe.","Pérez Cortés, L. E.",2021,"Arizona State University",English,"Doctoral Dissertation",,,,,,,,,,,,,Dissertations,,1,0
" Novel Approach to Predicting Live-Stream Subscribers","Yang, Y. C., Lee, Y. H., Lee, S. H., & Chang, S. (2020). A Novel Approach to Predicting Live-Stream Subscribers. In Proceedings of the 7th Multidisciplinary in International Social Networks Conference and The 3rd International Conference on Economics, Management and Technology (pp. 1-4).","Yang, Y. C., Lee, Y. H., Lee, S. H., & Chang, S. ",2020,"Multidisciplinary in International Social Networks Conference and The 3rd International Conference on Economics, Management and Technology",English,"Conference Paper","https://doi.org/10.1145/3429395.3429423",,,,,,,,,,"Live stream,social media,Subscriber prediction,Text Mining",,,,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
" Value Creation and Appropriation in the eSports Industry","Zarrabi, S. A., & Jerkrot, H. N. (2016). Value Creation and Appropriation in the eSports Industry. Master’s thesis. Chalmers University of Technology, Gothenburg.","Zarrabi, S. A., & Jerkrot, H. N.",2016,"Chalmers University of Technology, Gothenburg",English,Dissertation,,,,,,,,,,,"value appropriation,value creation",,Dissertations,,1,0
" Venture Capital Financing in the Esports Industry","Niculaescu, C. E., Sangiorgi, I., & Bell, A. R. (2021). Venture Capital Financing in the Esports Industry. Available at SSRN: https://ssrn.com/abstract=3795142 or http://dx.doi.org/10.2139/ssrn.3795142","Niculaescu, C. E., Sangiorgi, I., & Bell, A. R.",2021,SSRN,English,"Journal Paper",,,,,,,,,,,,,,,1,0
"-Sports, herdeiros de uma tradição","Macedo, T., & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 246-267.","Macedo, T., & Falcão, T.",2019,Intexto,Portoguise,"Journal Paper","https://doi.org/10.19132/1807-858320190.246-267",,,,,,,,,,"Competição,E-Sports,Esporte,game studies,games",,,,1,0
"… OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT …","Kim, S. J. (2022). THE ESPORT POINTS OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT ORGANIZATIONS.","Kim, S. J. ",2022,"University of Massachusetts Amherst",English,"Doctoral Dissertation","https://doi.org/10.7275/28519507",,,,,,,,,,"consumer,Esport,psychology",,,,1,0
"‘A Silent Team is a Dead Team‘: Communicative Norms in Team-based Halo 3 Play","Taylor, N. T. (2012). ‘A Silent Team is a Dead Team‘: Communicative Norms in Team-based Halo 3 Play. In G. Voorhees (Ed.), Guns, Grenades and Grunts: First Person Shooter Games. New York: Continuum.","Taylor, N. T.",2012,Continuum,English,"Book Chapter",,,,,,,,,,,"communication,Halo",,"Book Chapters",,1,0
"‘Beyond the Game’: The Olympic Ideal and Competitive e-Sports","Lowood, H. Forthcoming. ‘Beyond the Game’: The Olympic Ideal and Competitive e-Sports. In D. Thomas & J. Fouts (Eds.), Play and Politics: Games, Civic Engagement, and Social Activism.","Lowood, H.",forthcoming,,English,"Book Chapter",,,,,,,,,,,"olympic ideal,olympics,World Cyber Games",,"Book Chapters",,1,0
"‘Hello, this is Martha’: Interaction dynamics of live scambaiting on Twitch","Ross, A. S., & Logi, L. (2021). ‘Hello, this is Martha’: Interaction dynamics of live scambaiting on Twitch. Convergence, 27(6), 1789-1810.","Ross, A. S., & Logi, L. ",2021,Convergence,English,"Journal Paper","https://doi.org/10.1177/13548565211015453",,,,,,,,,,"Deception,discourse,interaction,live scambaiting,new media,participation,scamming,Twitch",,,,1,0
"‘I play to win!’: Geguri as a (Post)Feminist Icon in eSports","Cullen, A. L. L. (2018). ‘I play to win!’: Geguri as a (Post)Feminist Icon in eSports. Feminist Media Studies, 18(5), 948-952.","Cullen, A. L. L.",2018,"Feminist Media Studies",English,"Journal Paper","https://doi.org/10.1080/14680777.2018.1498112",,,,,,,,,,"feminism,Geguri",,"Journal Papers",,1,0
"‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv","Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv. Information, Communication and Society, 22(3), 336-351.","Johnson, M. R., & Woodcock, J.",2019,"Information, Communication & Society",English,"Journal Paper","https://doi.org/10.1080/1369118X.2017.1386229",,,,,,,,,,"live streaming,Twitch",,"Journal Papers","Esports & Streaming",1,0
"‘Smashing It’: How User Entrepreneurs Drive Innovation in Esports Communities","Koch, N., Pongratz, S., McCauley, B., & Achtenhagen, L. (2020). ‘Smashing It’: How User Entrepreneurs Drive Innovation in Esports Communities. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/23/html","Koch, N., Pongratz, S., McCauley, B., & Achtenhagen, L.",2020,"International Journal of Esports",English,"Journal Paper","https://ijesports.org/article/23/html",,,,,,,,,,"community,innovation,Nintendo,Smash,User Entrepreneurship",,"Journal Papers",,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
"""Hack the Planet"": Or, the Political Economy of Overwatch League.","Partin, W. C. (2021). ""Hack the Planet"": Or, the Political Economy of Overwatch League. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.","Partin, W. C.",2021,"Bloomsbury Academic",English,"Book Chapters",,,,,,,,,,,,,"Book Chapters",,1,0
"""Just watching"": A Qualitative Analysis of Non-Player's Motivations for Video Game Spectatorship.","Orme, S. (2021). ""Just watching"": A Qualitative Analysis of Non-Player's Motivations for Video Game Spectatorship. New Media & Society, 1-18.","Orme, S. ",2021,"New Media & Society",English,"Journal Paper",,,,,,,,,,,,,"Journal Papers",,1,0
"""Mom, I Want to Be a Caster""","Negueruela, A. (2015). ""Mom, I Want to Be a Caster"". In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 29–32). Norderstedt: Books on Demand GmbH.","Negueruela, A.",2015,"Books on Demand GmbH",English,"Book Chapter",https://www.esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"""Reverse-Gamification"" Analysis of the Crowding-Out Effects in eSports","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.","Barie, V.",2017,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"""Will I always be not social?"" Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism","Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). ""Will I always be not social?"" Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism. In Proceedings of the 2016 CHI conference on human factors in computing systems (pp. 1256-1269).","Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. ",2016,"CHI conference on human factors in computing systems",English,"Conference Paper","http://dx.doi.org/10.1145/2858036.2858038",,,,,,,,,,"Autism,communication,Minecraft,Social Interaction,social media,Virtual Worlds",,,,1,0
"""You gotta understand the context of this though"": Preliminary insights on perceptions of trash talk across esport communities","Irwin, S., Naweed, A., & Lastella, M. (2021). ""You gotta understand the context of this though"": Preliminary insights on perceptions of trash talk across esport communities. Proceedings of DiGRA Australia 2021","Irwin, S., Naweed, A., & Lastella, M. ",2021,"DiGRA Australia",English,"Conference Paper",,,,,,,,,,,,,"Conference Papers",,1,0
"“A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit","Siutila, M. & Havaste, E. (2018). “A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit, in Proceedings of the 2018 DIGRA International Conference.","Siutila, M. & Havaste, E.",2018,DIGRA,English,"Conference Paper",,,,,,,,,,,"female,identity,Meritocracy",,"Conference Papers",,1,0
"“And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts","Johnson, M. R., & Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 2056305119881694.","Johnson, M. R., & Woodcock, J.",2019,Sage,English,"Journal Paper","https://doi.org/10.1177/2056305119881694",,,,,,,,,,"gamblification,gamification,live streaming,monetization,platforms,Twitch",,,,1,0
"“Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports","Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M. (2022). “Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports. Frontiers in Sports and Active Living, 4.","Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M. ",2022,"Frontiers in Sports and Active Living",English,"Journal Paper","https://doi.org/10.3389%2Ffspor.2022.899613",,,,,,,,,,"esports,ethics,governance,IOC,Olympic Games,Sports,values",,,,1,0
"“Definitive playthrough”: Behind-the-scenes narratives in let’s plays and streaming content by video game voice actors","Švelch, J., & Švelch, J. (2020). “Definitive playthrough”: Behind-the-scenes narratives in let’s plays and streaming content by video game voice actors. New Media & Society, 1461444820971778.","Švelch, J., & Švelch, J. ",2020,Sage,English,"Journal Paper","https://doi.org/10.1177/1461444820971778",,,,,,,,,,"Behind-the-scenes narratives,let’s play,relational labor,Streaming,video game acting,video game production",,,,1,0
"“eSport”: Mehr als eine momentane Spielerei","Kainz, F., Haupt, T., & Werner, C. (2018). “eSport”: Mehr als eine momentane Spielerei. Causa Sport, 2/2018, 153-160.","Kainz, F., Haupt, T., & Werner, C. ",2018,"Causa Sport",German,"Journal Paper",,,,,,,,,,,"sport,sport definition",,"Journal Papers",,1,0
"“Hot hand” in Esports: Quiet Eye Does Not Generalize to Multiple Targets in a Computerized Task.","Krajník, J. (2022). “Hot hand” in Esports: Quiet Eye Does Not Generalize to Multiple Targets in a Computerized Task.","Krajník, J.",2022,"Lunds Universitet",English,"Master Thesis","https://lup.lub.lu.se/luur/download?func=downloadFile&recordOId=9090088&fileOId=9090092",,,,,,,,,,"esports,Eye Tracking,gaming,Quiet Eye,Vision",,,,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
"“Killerspiele” oder E-Sport","Stoll, A. (2009). “Killerspiele” oder E-Sport. vwh Verlag.","Stoll, A.",2009,"vwh Verlag",German,Book,,,,,,,,,,,"society,violence",,Book,,1,0
"“Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming","Ruberg, B. (2021). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New media & society, 23(6), 1681-1699.","Ruberg, B. ",2021,Sage,English,"Journal Paper","https://doi.org/10.1177/1461444820920759",,,,,,,,,,"community guidelines,digital platforms,gender,live streaming,platform regulations,pornography,sexual content,terms of service,video games,women",,,,1,0
"“Overwatch is anime”: Exploring an alternative interpretational framework for competitive gaming","Ruotsalainen, M., & Välisalo, T. (2020). “Overwatch is anime”: Exploring an alternative interpretational framework for competitive gaming. In Conference of Digital Games Research Association (Vol. 2020). Digital Games Research Association.","Ruotsalainen, M., & Välisalo, T. ",2020,"Digital Games Research Association",English,"Conference Paper","http://urn.fi/URN:NBN:fi:jyu-202010216346",,,,,,,,,,"anime,esports,Overwatch",,,,1,0
"“Sexuality does not belong to the game”: Discourses in Overwatch Community and the Privilege of Belonging","Välisalo, T., & Ruotsalainen, M. (2022). “Sexuality does not belong to the game”: Discourses in Overwatch Community and the Privilege of Belonging. Game Studies: the international journal of computer game research, 22(3).","Välisalo, T., & Ruotsalainen, M. ",2022,"Game Studies: the international journal of computer game research",English,"Journal Paper","https://jyx.jyu.fi/bitstream/handle/123456789/83203/1/Game%20Studies%20-%20Sexuality%20does%20not%20belong%20to%20the%20game_Discourses%20in%20Overwatch%20Community%20and%20the%20Privilege%20of%20Belonging.pdf",,,,,,,,,,"belonging,Discourse analysis,homosexuality,MMO,Overwatch,Representation",,,,1,0
"“Starting from scratch to looking really clean and professional”: how students’ productive labor legitimizes collegiate esports","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 professionals involved in different areas around collegiate esports, we found that students’ productive labor was a key force in the institutionalization of collegiate esports that generated value for university institutions, the collegiate esports program, and themselves. Student journalists, shoutcasters, and graphic designers perform immaterial labor (Lazzarato, M., 1996 Immaterial labour. Radical thought in Italy: A potential politics, 133–47) that combines technical expertise and familiarity with esports cultural norms to produce content for their university programs. Students reported their excitement to pursue careers throughout the esports industry while acknowledging the stiff competition and precarious nature of employment, resonating with Bulut’s (2020, A precarious game: The illusion of dream jobs in the video game industry) discussion of ludopolitics to examine who can play games versus who can work in the game industry. The article thus addresses the benefits, and risks, inherent in colleges’ reliance on student labor to structure and promote their nascent esports programs.","Brandon C. Harris, Jared Hansen, Onder Can, Md Waseq Ur Rahman, Maxwell Foxman, Amanda C. Cote & Tara Fickle","05 Feb 2022","Critical Studies in Media Communication
",English,Article,"https://doi.org/10.1080/15295036.2022.2030484",,,,,,,,,,"collegiate esports,digital labor,esports,indepth interviews,media production,productive labor",,"Journal Papers","Esports & Streaming",1,0
"“Two Queens and a Pwn, Please.” An Ethics for Purchase, Loot, and Advantage Design in eSports","Karhulahti, V.-M. & Kimppa, K. (2018). “Two Queens and a Pwn, Please.” An Ethics for Purchase, Loot, and Advantage Design in eSports. In Proceedings of the 2nd International GamiFIN Conference (pp. 115-122), Pori, Finland.","Karhulahti, V.-M. & Kimppa, K.",2018,"International GamiFIN Conference",ENglish,"Conference Paper",,,,,,,,,,,"ethic,loot,purchase",,"Conference Papers",,1,0
"“What's Next? Calling Beer-Drinking a Sport?!”: Virtual Resistance to Considering eSport as Sport","Tjønndal, A. (2020). “What's Next? Calling Beer-Drinking a Sport?!”: Virtual Resistance to Considering eSport as Sport. Sport, Business and Management, published online before print.","Tjønndal, A.",2020,"Sport, Business and Management",English,"Journal Paper","https://doi.org/10.1108/SBM-10-2019-0085",,,,,,,,,,"Digitalization of sport,EFootball,FIFA,sport games",,"Journal Papers",,1,0
"“Wir finden für jeden das passende Paket”: Interview mit Ulrich Schulze, Vice President Pro Gaming bei der ESL, über die Entwicklung des eSports und die Möglichkeiten für Sponsoren, sich in dem jungen und zukunftsträchtigen Markt zu positionieren","Schulze, U. (2016). “Wir finden für jeden das passende Paket”: Interview mit Ulrich Schulze, Vice President Pro Gaming bei der ESL, über die Entwicklung des eSports und die Möglichkeiten für Sponsoren, sich in dem jungen und zukunftsträchtigen Markt zu positionieren. Stadionwelt inside, 76-77.","Schulze, U.",2016,"Stationwelt inside",German,"Journal Paper",,,,,,,,,,,"sponsorship,venue",,"Journal Papers",,1,0
"(Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry","Lin, Z., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts, published online 19 Oct. 2021, https://doi.org/10.1080/02560046.2021.1986731. ","Lin, Z., & Zhao, Y.",2021,"Critical Arts",English,"Journal Paper","https://doi.org/10.1080/02560046.2021.1986731",,,,,,,,,,,,"Journal Papers",,1,0
"(Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry","Lin, X., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts","Lin, X., & Zhao, Y.",2021,"Critical Arts",English,"Journal Paper","https://doi.org/10.1080/02560046.2021.1986731",,,,,,,,,,"Actor-Network Theory,assemblage,eSports industry,material actors,relational network",,"Journal Papers",,1,0
"(E-)Sport im rechtlichen Sinne und privatrechtliche Beziehung zwischen Clan und eSportler, 2. Aufl. ((E)Sports in the Legal Sense and the Relationship between Clan and Player under Civil Law, 2nd edition)","Nothelfer, N., & Schlotthauer, P. (2022). (E-)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und E-Sportler. In E-Sport (pp. 49-80). Springer Gabler, Wiesbaden.","Nothelfer, N., & Schlotthauer, P. ",2022,"Springer Gabler",Deutsch,"Book Chapter","https://link.springer.com/book/10.1007/978-3-658-36079-5 ",,,,,,,,,,"Content Creation,Contract,Contract Drafting,Contract Duration,Employee,Employer,Employment,Employment Law,International Private Law,Labor Law,Law,Youth Protection",,,,1,0
"(E) sports Medicine on Campus","Migliore, L. (2022). (E) sports Medicine on Campus. In Understanding Collegiate Esports (pp. 78-105). Routledge.","Migliore, L. ",2022,Routledge,English,"Book Chapter","https://www.taylorfrancis.com/chapters/edit/10.4324/9781003271772-6/sports-medicine-campus-lindsey-migliore",,,,,,,,,,"campus,college athletes,esports",,,,1,0
"(e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler ((E)Sports in the Legal Sense and the Relationship between Clan and eAthlete under Civil Law)","Nothelfer, N., & Schlotthauer, P. (2020). (e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler. eSport – Status quo und Entwicklungspotenziale, 49-78.","Nothelfer, N., & Schlotthauer, P. ",2020,"Springer Gabler",German,"Book Chapter","https://link.springer.com/book/10.1007/978-3-658-29387-1",,,,,,,,,,"Content Creation,Contract,Contract Drafting,Contract Duration,Employee,Employer,Employment,Employment Law,International Private Law,Labor Law,Law,Youth Protection",,"Book Chapters",Legal,1,0
"(Re)creating the Nation Online: Nationalism in Chinese Dota 2 Fandom","Ismangil, M. (2018). (Re)creating the Nation Online: Nationalism in Chinese Dota 2 Fandom. Asiascape: Digital Asia, 5(3).","Ismangil, M.",2018,"Asiascape: Digital Asia",English,"Journal Paper",,,,,,,,,,,"China,Dota 2,fandom,nationalism",,"Journal Papers",,1,0
"(Un)Doing Gender? Female Tournaments in the E-Sports Scene","Groen, M. (2016). (Un)Doing Gender? Female Tournaments in the E-Sports Scene. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), 2537.","Groen, M.",2016,"International Journal of Gaming and Computer-Mediated Simulations",English,"Journal Paper","http://doi.org/10.4018/978-1-5225-1933-1.ch041",,,,,,,,,,"gender,tournament,women",,"Journal Papers","Representation & Toxicity",1,0
"#GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports","Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.","Fisher, J., & Foust, J. ",2022,"Journal of Communication",English,"Journal Paper","https://doi.org/10.1093/joc/jqab051",,,,,,,,,,"Critical Discourse Analysis,gender,Public Relations",,"Journal Papers","Representation & Toxicity",1,0
"2013, The Year eSports Defined Their Place in Brazil","Fagundes Pase, A., & Schultz, H. (2015). 2013, The Year eSports Defined Their Place in Brazil. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 23–28). Norderstedt: Books on Demand GmbH.","Fagundes Pase, A., & Schultz, H.",2015,"Books on Demand GmbH",English,"Book Chapter",https://www.esportsyearbook.com/#archive,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"6 How the Negative Public View of Videogames Threatens Esports Sponsors","Freitas, B. D. A., & Contreras-Espinosa, R. S. (2022). 6 How the Negative Public View of Videogames Threatens Esports Sponsors. Esports and the Media, 85.","Freitas, B. D. A., & Contreras-Espinosa, R. S. ",2022,Routledge,English,"Book Chapter","https://doi.org/10.4324/9781003273691%E2%80%939",,,,,,,,,,"Esport,public debate,sponsorhsip",,,,1,0
"7 Communication Experts' Perspective on Esports","Torres-Toukoumidis, A., Marín-Gutiérrez, I., & Caldeiro, M. C. (2022). 7 Communication Experts’ Perspective on Esports. Esports and the Media, 104.","Torres-Toukoumidis, A., Marín-Gutiérrez, I., & Caldeiro, M. C. ",2022,"Esports and the Media",English,"Journal Paper","https://doi.org/10.4324/9781003273691%E2%80%9310",,,,,,,,,,"communication,esports,experts",,,,1,0
"A Bibliometric Review on Esports Participation: View from Malaysia","Lim, C. N., Goh, Y. N., Isa, S. M., Thurasamy, R., & Suki, N. M. (2022). A Bibliometric Review on Esports Participation: View from Malaysia. Journal of Entrepreneurship, Business and Economics, 10(2), 139-171.","Lim, C. N., Goh, Y. N., Isa, S. M., Thurasamy, R., & Suki, N. M. ",2022,"Journal of Entrepreneurship, Business and Economics",English,"Journal Paper","https://scientificia.com/index.php/JEBE/article/view/184",,,,,,,,,,"Behavioural Intention,esports,participation",,,,1,0
"A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction.","Jenny, S. E., & Pastore, R. (2023). A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction. Elsevier.","Jenny, S. E., & Pastore, R.",2023,Elsevier,English,"Book Chapters",https://doi.org/10.1016/j.entcom.2023.100562,,,,,,,,,,"comparison,E-learning,Esport,instruction,sport",,"Book Chapters","Esports & Streaming",1,0
"A CA Perspective on Kills and Deaths in Counter-Strike: Global Offensive Video Game Play","Rusk, F., & Ståhl, M., (2020). A CA Perspective on Kills and Deaths in Counter-Strike: Global Offensive Video Game Play. Social Interaction, 3(2).
","Rusk, F., & Ståhl, M. ",2020,"Social Interaction",English,"Journal Paper","https://doi.org/10.7146/si.v3i2.117066",,,,,,,,,,"accountability,conversation analysis,interaction,video games",,"Journal Papers",,1,0
"A campus-level view of Netflix and Twitch: Characterization and performance implications","Laterman, M., Arlitt, M., & Williamson, C. (2017). A campus-level view of Netflix and Twitch: Characterization and performance implications. In 2017 International Symposium on Performance Evaluation of Computer and Telecommunication Systems (SPECTS) (pp. 1-8). IEEE.","Laterman, M., Arlitt, M., & Williamson, C.",2017,IEEE,English,"Conference Paper","https://doi.org/10.23919/SPECTS.2017.8046774",,,,,,,,,,"Data collection,games,Internet,Protocols,streaming media,TV,YouTube",,,,1,0
"A Case Study of First Person Aiming at Low Latency for Esports","Spjut, J., Boudaoud, B., & Kim, J. (2021). A Case Study of First Person Aiming at Low Latency for Esports. In EHPHCI 2021: ACM CHI Workshop on Esports and High Performance Human Computer Interaction, May 08-13, 2021, Yokohama, Japan. ACM, New York, NY, USA. ","Spjut, J., Boudaoud, B., & Kim, J.",2021,ACM,English,"Conference Paper",,,,,,,,,,,,,"Conference Papers",,1,0
"A Cinderella Story","Warnholz, C. (2011). A Cinderella Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 76–79). Norderstedt: Books on Demand GmbH.","Warnholz, C.",2011,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative","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 Innovations in Care Delivery, 3(6), CAT-22.","Bonnevie, E., Paczkowski, M. M., Barth, C., Janzen, T., Wartella, E., & Smyser, J.",2022,"NEJM Catalyst Innovations in Care Delivery",English,"Journal Paper","https://doi.org/10.1056/CAT.22.0050",,,,,,,,,,"esports,health care,mental health",,,,1,0
"A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports. ","Summerley, R. K. (2021). A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.","Summerley, R. K.",2021,"Bloomsbury Academic",English,"Book Chapter ",,,,,,,,,,,,,"Book Chapters",,1,0
"A Decade of eSports: The Asian Perspective","Mah, J. (2011). A Decade of eSports: The Asian Perspective. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 8–15). Norderstedt: Books on Demand GmbH.","Mah, J. ",2011,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"A Deep Learning Model for Extracting Live Streaming Video Highlights using Audience Messages","Han, H. K., Huang, Y. C., & Chen, C. C. (2019). A Deep Learning Model for Extracting Live Streaming Video Highlights using Audience Messages. In Proceedings of the 2019 2nd Artificial Intelligence and Cloud Computing Conference (pp. 75-81).","Han, H. K., Huang, Y. C., & Chen, C. C. ",2019,"Artificial Intelligence and Cloud Computing Conference",English,"Conference Paper","https://doi.org/10.1145/3375959.3375965",,,,,,,,,,"Bidirectional GRU,Crowdsourcing,Highlight Extraction",,,,1,0
"A Grounded Theory Construction of the eSports Endogenous Drive Model","Chen, Z., & Bu, X. (2022). A Grounded Theory Construction of the eSports Endogenous Drive Model. Journal of Environmental and Public Health, 2022.","Chen, Z., & Bu, X. ",2022,"Journal of Environmental and Public Health",English,"Journal Paper","https://downloads.hindawi.com/journals/jeph/2022/7731127.pdf",,,,,,,,,,"esports,Health",,,,1,0
"A History of Competitive Gaming","Zhouxiang, L. (2022). A History of Competitive Gaming. Routledge.","Zhouxiang, L. ",2022,Routledge,English,Book,"https://api.pageplace.de/preview/DT0400.9781000588538_A42846037/preview-9781000588538_A42846037.pdf",,,,,,,,,,"competitive gaming,Esport,history of esport",,,,1,0
"A History of Real-Time Strategy Gameplay From Decryption to Prediction: Introducing the Actional Statement","Dor, S. (2014). A History of Real-Time Strategy Gameplay From Decryption to Prediction: Introducing the Actional Statement. Kinephanos, 58-73.","Dor, S.",2014,Kinephanos,English,"Journal Paper",https://www.kinephanos.ca/2014/real-time-strategy/,,,,,,,,,,"decryption,prediction,strategy game",,"Journal Papers",,1,0
"A Hybrid Preference-Aware Recommendation Algorithm for Live Streaming Channels","Yang, T. W., Shih, W. Y., Huang, J. L., Ting, W. C., & Liu, P. C. (2013). A hybrid preference-aware recommendation algorithm for live streaming channels. In 2013 Conference on Technologies and Applications of Artificial Intelligence (pp. 188-193). IEEE.","Yang, T. W., Shih, W. Y., Huang, J. L., Ting, W. C., & Liu, P. C. ",2013,"Conference on Technologies and Applications of Artificial Intelligence",English,"Conference Paper","https://doi.org/10.1109/TAAI.2013.46",,,,,,,,,,"live streaming service,personal preference,system",,,,1,0
"A linguistic study of language variety used on twitch. tv: desriptive and corpus-based approaches","Olejniczak, J. (2015). A linguistic study of language variety used on twitch. tv: desriptive and corpus-based approaches. Redefining community in intercultural context, 4(1), 329-334.","Olejniczak, J. ",2015,"Redefining community in intercultural context",English,"Conference Paper","Warning: No safe link",,,,,,,,,,": internet community,chat,computer games,emoticons,Esport,language variety,neologisms",,,,1,0
"A Magical Moment in Katowice?","Horstmann, M. (2015). A Magical Moment in Katowice? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 36–38). Norderstedt: Books on Demand GmbH.","Horstmann, M.",2015,"Books on Demand GmbH",English,"Book Chapter",https://www.esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",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
"A Motivational Model Explaining Performance in Video Games
","Hulaj, R., Nyström, M. B. T., Sörman, D. E., Backlund, C. Röhlcke, S., & Jonsson, B. (2020). A Motivational Model Explaining Performance in Video Games, Frontiers in Psychology, 11, 1-12.","Hulaj, R., Nyström, M. B. T., Sörman, D. E., Backlund, C. Röhlcke, S., & Jonsson, B. ",2020,"Frontiers in Psychology",English,"Journal Paper","https://doi.org/10.3389/fpsyg.2020.01510",,,,,,,,,,"basic needs,Dota 2,extrinsic motivation,intrinsic motivation,performance,self-determination theory,time on task",,"Journal Papers",,1,0
"A new Approach Via Level of Addiction in eSports: Investigating Participation Motives from a Marketing Perspective","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. et al.",2017,"Sport Marketing Association Conference",English,"Conference Paper",,,,,,,,,,,"addiction,marketing",,"Conference Papers",,1,0
"A new frontier: alcohol sponsorship activation through esports","Kelly, S. J., & Van der Leij, D. (2021). A new frontier: alcohol sponsorship activation through esports. Marketing Intelligence & Planning, 39(4), 533-558.","Kelly, S. J., & Van der Leij, D. ",2021,"Marketing Intelligence & Planning",English,"Journal Paper","https://doi.org/10.1108/MIP-03-2020-0101",,,,,,,,,,,,"Journal Papers",,1,0
"A New Player has Entered the Game: Immigration Reform for eSports Players","Tong, B. A. (2017). A New Player has Entered the Game: Immigration Reform for eSports Players. Jeffrey S Moorad Sports Law Journal, 24, 351–386.","Tong, B. A.",2017,"Jeffrey S Moorad Sports Law Journal",English,"Journal Paper",,,,,,,,,,,"immigration,migration",,,,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
"A parent-child eSports e-learning system to foster sustainable gaming for children","Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).","Modreanu, E. S.",2022,"University of Twente",English,"Bachelor Thesis","https://purl.utwente.nl/essays/89458",,,,,,,,,,"4cid,E-learning,education,esports,gamification,learning management system,video games",,,,1,0
"A Pattern Mining Approach to Study Strategy Balance in RTS Games","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. ","Bosc, G., Tan, P., Boulicaut, J. F., Raïssi, C., & Kaytoue, M.",2015,"IEEE Transactions on Computational Intelligence and AI in Games",English,"Journal Paper","https://doi.org/10.1109/TCIAIG.2015.2511819",,,,,,,,,,,,"Journal Papers",,1,0
"A qualitative analysis of the perceived determinants of success in elite esports athletes","Poulus, D. R., Coulter, T. J., Trotter, M. G., & Polman, R. (2022). A qualitative analysis of the perceived determinants of success in elite esports athletes. Journal of sports sciences, 40(7), 742-753.","Poulus, D. R., Coulter, T. J., Trotter, M. G., & Polman, R. ",2022,"Journal of sports sciences",English,"Journal Paper","https://doi.org/10.1080/02640414.2021.2015916",,,,,,,,,,"bioecological model,competitive gaming,Electronic sport,Performance psychology,sports psychology,thematic analysis",,,,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
"A Realm of Mere Representation? ‘Live’ e-Sports Spectacles and the Crafting of China’s Digital Gaming Image","Szablewicz, M. (2016). A Realm of Mere Representation? ‘Live’ e-Sports Spectacles and the Crafting of China’s Digital Gaming Image. Games and Culture, 11(3), 256-274.","Szablewicz, M.",2016,"Games and Culture",English,"Journal Paper","https://doi.org/10.1177/1555412015595298",,,,,,,,,,"audience commodity,China,patriotic leisure,spectacle",,"Journal Papers",,1,0
"A Region of Contenders: Overwatch in Brazil","Caetano, M. (2022). A Region of Contenders: Overwatch in Brazil. In Modes of Esports Engagement in Overwatch (pp. 113-133). Cham: Springer International Publishing.","Caetano, M. ",2022,"Springer International Publishing",English,"Book Chapter","https://doi.org/10.1007/978-3-030-82767-0_7",,,,,,,,,,"Brazil,Contenders SA,Overwatch,Overwatch Contenders,Path to pro,Publisher,regional game studies,viewership",,,,1,0
"A review article of the cardiovascular sequalae in esport athletes: a cause for concern?","Yamagata, K., Yamagata, L. M., & Abela, M. (2022). A review article of the cardiovascular sequalae in esport athletes: a cause for concern?. Hellenic Journal of Cardiology.","Yamagata, K., Yamagata, L. M., & Abela, M. ",2022,"Hellenic Journal of Cardiology",English,"Journal Paper","https://doi.org/10.1016/j.hjc.2022.06.005",,,,,,,,,,"athlete,Cardiovascular complications,esports,Sleep deprivation",,,,1,0
"A Russian in the Desert Country","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.","Boes, K.",2010,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"A Short History of eSports","Hiltscher, J. (2015). A Short History of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 9–14). Norderstedt: Books on Demand GmbH.","Hiltscher, J.",2015,"Books on Demand GmbH",English,"Book Chapter",https://www.esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"A Short Treatise On Esports and the Law: How America Regulates Its Next National Pastime","Holden, J. T., Edelman, M., & Baker, T. A. (2020). A Short Treatise On Esports and the Law: How America Regulates Its Next National Pastime. University of Illinois Law Review, 2, 509-581.","Holden, J. T., Edelman, M., & Baker, T. A.",2020,"University of Illinois Law Review",English,"Journal Paper",,,,,,,,,,,,,"Journal Papers",,1,0
"A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community","Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.","Maiorano, T.",2020,"University of Dayton Law Review",English,"Journal Paper","https://udayton.edu/law/_resources/documents/law_review/vol46_no3/maiorano_comment.pdf",,,,,,,,,,"Copyright,Law,live streaming,Streaming,video games",,,,1,0
"A Simulation Model of Intermittently Controlled Point-and-Click Behaviour","Do, S., Chang, M., & Lee, B. (2021). A Simulation Model of Intermittently Controlled Point-and-Click Behaviour. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, Article 286, 1-17. https://doi.org/10.1145/3411764.3445514","Do, S., Chang, M., & Lee, B.",2021,"Association for Computing Machinery",English,"Conference Paper","https://doi.org/10.1145/3411764.3445514",,,,,,,,,,,,"Conference Papers",,1,0
"A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-cultural Dimensions of the Development of Expertise","Kim, S. H., & Thomas, M. K. (2015). A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-cultural Dimensions of the Development of Expertise. Asian Journal of Information Technology, 14(5), 176–186.","Kim, S. H., & Thomas, M. K.",2015,"Asian Journal of Information Technology",English,"Journal Paper","http://dx.doi.org/10.36478/ajit.2015.176.186",,,,,,,,,,"activity theory,interactions,learning",,"Journal Papers",,1,0
"A Study of Leadership Behaviors in Esports Contexts","Tucker, J. C. (2022). A Study of Leadership Behaviors in Esports Contexts (Doctoral dissertation, Utah State University).","Tucker, J. C.",2022,"Utah State University",English,"Doctoral Dissertation","https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=9560&context=etd",,,,,,,,,,"behavioral dynamics,esports,leadership",,,,1,0
"A Study of Wellness Core Technology and E-Sports","Kim, Y. (2013). A Study of Wellness Core Technology and E-Sports. In IT Convergence and Security Proceedings. Piscataway, NJ: IEEE.","Kim, Y.",2013,"IT Convergence and Security Proceedings",English,"Conference Paper",,,,,,,,,,,wellness,,"Conference Papers",,1,0
"A study on psychological training of eSports using digital games: Focusing on rhythm game","Hagiwara, G., Akiyama, D., Furukado, R. & Takeshita, S. (2020). A study on psychological training of eSports using digital games: Focusing on rhythm game. Journal of Human Sport and Exercise 15 (3proc), 495-503.","Hagiwara, G., Akiyama, D., Furukado, R. & Takeshita, S.",2020,"Journal of Human Sport and Exercise",English,"Conference Proceedings",10.14198/jhse.2020.15.Proc3.03,,,,,,,,,,,,,,1,0
"A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills","Kim, Y. J., Choi, M. J., & Cha, Y. S. (2012). A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills. In Ubiquitous and Future Networks Conference Proceedings (pp. 471–475). Piscataway, NJ: IEEE.","Kim, Y. J., Choi, M. J., & Cha, Y. S.",2012,"Ubiquitous and Future Networks Conference",English,"Conference Paper",,,,,,,,,,,"mental retardation,participation,self-confidence,social skills,student",,"Conference Papers",,1,0
"A Study on the Impact of High Refresh-Rate Displays on Scores of eSports","Murakami, K., & Miyachi, H. (2022). A Study on the Impact of High Refresh-Rate Displays on Scores of eSports. In International Conference on Network-Based Information Systems (pp. 283-288). Springer, Cham.","Murakami, K., & Miyachi, H.",2022,"International Conference on Network-Based Information Systems",English,"Conference Paper","https://link.springer.com/content/pdf/10.1007/978-3-030-84913-9_27.pdf?pdf=inline%20link",,,,,,,,,,"esports,refresh-rate,score",,,,1,0
"A study on the popularization of eSports: Focusing on the Awareness of Korean eSports Users and Policy","Kim, J., & Hwang, O. C. (2022). A study on the popularization of eSports: Focusing on the Awareness of Korean eSports Users and Policy. e 스포츠 연구: 한국 e 스포츠학회지, 4(2), 93-105.","Kim, J., & Hwang, O. C.",2022,스포츠학회지,English,"Journal Paper","https://www.earticle.net/Article/A421774",,,,,,,,,,"Billiards,Breaking Dance,esports,e스포츠,Shutdown,Sports,댄스 당구,브레이크,셧다운제,스포츠",,,,1,0
"A Turning Point for FPS Games","Messier, M.-A. (2017). A Turning Point for FPS Games. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 49–51). Norderstedt: Books on Demand GmbH.","Messier, M.-A. ",2017,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"A Typology of Esport Players","Hedlung, D. P. (2021). A Typology of Esport Players. Journal of Global Sport Management.","Hedlung, D. P. ",2021,"Journal of Global Sport Management",English,"Journal Paper",,,,,,,,,,,,,"Journal Papers",,1,0
"A Year in which Business and eSports Games Learned to Co-exist","O'Beirne, M. (2011). A Year in which Business and eSports Games Learned to Co-exist. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 24–28). Norderstedt: Books on Demand GmbH.","O'Beirne, M.",2011,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"A Year of Belgian eSports","Leunens, S. (2010). A Year of Belgian eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 77–82). Norderstedt: Books on Demand GmbH.","Leunens, S.",2010,"Books on Demand GmbH",English,"Book Chapter",https://esportsyearbook.com/,,,,,,,,,,,,"Book Chapters","eSports Yearbook",1,0
"Above the Action: The Cultural Politics of Watching Dota 2","Elam, J., & Taylor, N. (2020). Above the Action: The Cultural Politics of Watching Dota 2. Communication, Culture & Critique, 1-18.","Elam, J., & Taylor, N.",2020,"Communication, Culture & Critique",English,"Journal Paper","https://doi.org/10.1093/ccc/tcz033",,,,,,,,,,"Dota 2,Drones,Militainment,spectatorship,Virilio",,"Journal Papers",,1,0
"Abrufen zusätzlicher Informationen bei Videostreams im eSport: Entwicklung einer Möglichkeit zur Anzeige von zusätzlichen Informationen bei Übertragungen im Web","Mieth, T. (2014). Abrufen zusätzlicher Informationen bei Videostreams im eSport: Entwicklung einer Möglichkeit zur Anzeige von zusätzlichen Informationen bei Übertragungen im Web. AV Akademikerverlag.","Mieth, T. ",2014,"AV Akademikerverlag",German,Book,,,,,,,,,,,,,Book,,1,0
"Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities","Kartal, M. (2023). Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports and Health Sciences.","Kartal, M.",2023,"International Journal of Disabilities Sports and Health Sciences",English,"Journal Paper",https://doi.org/10.33438/ijdshs.1355037,,,,,,,,,,"Accessibility Technologies,esports,Physically Disabled,quality of life",,"Journal Papers","Esports & Streaming",1,0