Browse Items (1766 total)

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. (2018). Habitus in Cyberspace: Gendered Dynamics in e-Sports Culture. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Grubic, D., Smith-Ditizio, A. A., & Smith, A. D. (2017). ESports: A New Era of Spectator Games. Working Paper

Grutzik, P., Higgins, J., & Tran, L. (2017). Predicting Outcomes of Professional DotA 2 Matches. Working Paper

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Christophers, J., & Scholz, T. M. (2011). eSports Yearbook 2010. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2012). eSports Yearbook 2011/12. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2015). eSports Yearbook 2013/14. Norderstedt: Books on Demand GmbH.

Coates, D., & Parshakov, P. (2016). Team vs. Individual Tournaments Evidence from Prize Structure in eSports. Basic Research Program Working Papers.

Comerford, S. (2012). Note: International Intellectual Property Rights and the Future of Global ‘e-sports’. Brooklyn Journal of International Law, 37, 623-648.

Consalvo, M. (2007). Cheating. Gaining Advantage in Videogames. Cambridge, MA: MIT Press.

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Conway, S. (2010). It’s in the Game’ and Above the Game. Convergence, 16(3), 334- 354.

Conway, S. (2016). An Earthless World: the Contemporary Enframing of Sport in Digital Games. Sport, Ethics and Philosophy, 10(1), 83-96.

Cornière, C. (2018). Étude exploratoire de l’activité décisionnelle individuelle et collective d’une équipe experte de League of Legends en séquence de regroupement. Master Thesis. Université de Bretagne.

Cottrell, C., McMillen, N., & Harris, B. S. (2018). Sport Psychology in a Virtual World: Considerations for Practicioners Working in eSports. Journal of Sport Psychology in Action.

Crawford, G. (2005). Digital Gaming, Sport, and Gender. Leisure Studies, 24(3), 259–270.

Crawford, G., & Gosling, V. K. (2009). More Than a Game: Sports-themed Video Games and Player Narratives. Sociology of Sport Journal, 26, 50–66.

Cullen, A. L. L. (2018). ‘I play to win!’: Geguri as a (Post)Feminist Icon in eSports. Feminist Media Studies, 18(5), 948-952.

Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.

Curley, A. J., Nausha, M., Slocum, J., & Lombardi, D. (2016). What Motivates Esports Fans? A Data-Driven Approach to Business and Development Strategy. Working Paper

Hallmann, K., & Giel, T. (2018). eSports – Competitive Sports or Recreational Activity? Sports Management Review, 21(1), 14-20.

Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.

Hamilton, J. (2019). The Rise of Esports. ITNOW, 61(3), 28-29.

Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.

Hamilton, W., Kerne, A., & Robbins, T. (2012). High-Performance Pen + Touch Modality Interactions: A Real-Time Strategy Game eSports Context. Paper presented at UIST’12, Cambridge, MA.

Hardenstein, T. (2017). Skins in the Game: Counter-Strike, Esports, and the Shady World of Online Gambling. Unpublished Manuscript.

Harper, T. (2010). The Art of War Fighting Games, Performativity, and Social Game Play. Doctoral dissertation. Ohio University, Athens, OH.

Harper, T. (2014). The Culture of Digital Fighting Games: Performance and Practice. New York, NY: Routledge.

Harry, D. (2012). Designing Complementary Communication Systems. Doctoral Dissertation. MIT Media Lab, Cambridge, MA.

Harttung, J. (2015). The Issue of “Deep Control” in Professional E-Sports – A Critical Analysis of Intellectual Property Structures in Electronic Gaming. Master’s Thesis. University of Toronto, Toronto.

Hebbel-Seeger, A. (2012). The Relationship Between Real Sports and Digital Adaptation in e-Sport Gaming. International Journal of Sports Marketing and Sponsorship, 13(2), 43 – 54.

Hebbel-Seeger, A., & Siemers, L. (2018). eSport im Profi-Fußball der DFL: zu Erwartungen, Zielen und Markeneinfluss. Sciamus – Sport und Management, 2/2018, 42-58.

Heere, B. (2018). Embracing the Sportification of Society: Defining e-Sports Through a Polymorphic View on Sport. Sport Management Review, 21(1), 21-24.

Heinz, J., & Ströh, A. (2017). The eSports Market and eSports Sponsoring. Marburg: Tectum.

Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195–207.

Hemphill, D. (2015). Cybersport. In C. Torres (Ed.), The Bloomsbury Companion to the Philosophy of Sport (pp. 346–348). Sydney, Australia: Bloomsbury.

Hentsch, C.-H. (2018). Die Urheberrechte der Publisher bei eSport: vertragliche Ausgestaltung der Rechteeinräumung bei Computerspielen. Multimedia und Recht, 3-6.

Hewitt, E. (2014). Will eSports Ever Become Widely Accepted as Official Sports and How will they Affect the Way we Entertain Ourselves if They do? Computers for Everyone, 81-83.

Higgins, M. G. (2020). Esports. Saddleback Educational Publishing.

Hilgert, F., & Eickhoff, V. (2018). Jugenschutz im eSport: Rechtsfragen und Regelungen für minderjährige Spieler und Zuschauer bei eSport-Veranstaltungen. Multimedia und Recht, 16-19.

Hiltscher, J., & Scholz, T. M. (2017). eSports Yearbook 2015/16. Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2019). eSports Yearbook 2017/18. Norderstedt: Books on Demand GmbH.

Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.

Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An Exploration of Mental Skills Among Competitive League of Legend Players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1–21.

Hinnant, N. (2013). Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of e-Sports. Master’s thesis. Georgia State University, Atlanta, GA.

Hjorth, L., & Chan, D. (2009). Locating the Game: Gaming Cultures in/and the Asia-Pacific. New York, NY: Routledge.

Hodge, V., Devlin, S., Sephton, N., Block, F., Drachen, A., & Cowling, P. (2017). Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games. arXiv Preprint

Holden, J. T., & Baker, T. A. (2019). The Econtractor? Defining the Esports Employment Relationship. American Business Law Journal, 56(2), 391-440.

Holden, J. T., Kaburakis, A., & Rodenberg, R. M. (2018). Esports: Children, Stimulants, and Video Gaming-induced Inactivity. Journal of Paediatrics and Child Health, 54(8), 830–831.

Holden, J. T., Rodenberg, R. M., & Kaburakis, A. (2017). Esports Corruption: Gambling, Doping, and Global Governance. Maryland Journal of Internation Law, 32(1), 236-273.

Holden, J. T., Kaburakis, A., & Rodenberg R. M. (2017). The Future is Now: eSports Policy Considerations and Potential Litigation. Journal of Legal Aspects of Sport, 27, 46–78.

Holden, J. T., Kabourakis, A., Tweedie, J. W. (2019). Virtue(al) Games — Real Drugs. Sport, Ethics and Philosophy, 13(1), 19-32.

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Hollist, K. E. (2015). Time to be Grown-ups About Video Gaming: The Rising eSports Industry and the Need for Regulation. Arizona Law Review, 57, 823-847.

Holt, J. (2016). Virtual Domains for Sports and Games. Sport, Ethics and Philosophy, 10(1),5-13.

Hope, A. (2014). The Evolution of the Electronic Sports Entertainment Industry and its Popularity. In J. Sharp & R. Self (Eds.), Computers for Everyone (pp. 87-89).

Howard, M. (2018). Esport: Professional League of Legends as Cultural History. Master’s thesis. University of Houston, Houston, TX.

Huhh, J. (2008). Culture and Business of PC Bangs in Korea. Games and Culture, 3(1), 26–37.

Huk, T. (2019). The Social Context of the Benefits Achieved in eSport. The New Educational Review, 55, 160-169.

Hums, M. A., & MacLean, J. C. (2018). Governance and Policy in Sport Organizations. Routledge.

Hutchins, B. (2008). Signs of Meta-change in Second Modernity: The Growth of e-Sport and the World Cyber Games. New Media and Society, 10(6), 851–869.

Hutchins, B. & Rowe, D. (2012). Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. London: Routledge.

Jagersberger, T. (2016). Virtual Reality eSport: welche Entwicklungen müssen im Virtual Reality Bereich stattfinden, um eSport mit Virtual Reality-Devices verbinden zu können? Master Thesis. Fachhochschule Salzburg, Salzburg.

Jagnow, H., & Baumann, A. (2018). eSport aus verbandlicher Perspektive: Rechtsbegriff, Regulierungspraxis und aktuelle rechtliche Herausforderungen. MultiMedia und Recht, 8/2018, 12-15.

Jalonen, H. (2019). The Value of E-Sports Is in the Eye of the Beholder, But Can E-Sports Operators Influence What the Spectators See? Advances in Applied Sociology, 9, 306-329.

Jang, W. W., & Byon, K. K. (2019). Antecedents and Consequence Associated with eSports Gameplay. International Journal of Sports Marketing and Sponsorship, 21(1), 1-22.

Jang, W. W., & Byon K. K. (2020). Antecedents of Esports Gameplay Intention: Genre as a Moderator. Computers in Human Behavior, 109.

Jansz, J., & Martens, L. (2005). Gaming at a LAN Event: The Social Context of Playing Video Games. New Media & Society, 7, 333–355.

Janusz, A., Slezak, D., Stawicki, S., & Stencel, K. (2018). SENSEI: An Intelligent Advisory System for the eSport Community and Casual Players. 2018 IEEE/WIC/ACM International Conference on Web Intelligence (WI).

Jarrett, J. (2016). Critically Approaching the Playful and Participatory Genealogy of MOBAs. In DiGRA/FDG.

Jenny, S. E., Chung, J. J., Rademaker, S. M., & Schary, D. P. (2017). Learning a Sport Through Video Gaming: A Mixed-methods Experimental Study. Loading… Journal of the Canadian Gaming Studies Organization, 10(17), 1-20.

Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues. Journal of Applied Sport Management, 10(1), 34-49.
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