Browse Items (11 total)

Pack, S. M., & Hedlund, D. P. (2020). Inclusion of Electronic Sports in the Olympic Games for the Right (or Wrong) Reasons. International Journal of Sport Policy and Politics, published online before print.

Hayduk, T. M. (2020). Kickstart My Market: Exploring an Alternative Method of Raising Capital in a New Media Sector. Journal of Media Business Studies, 1-24.

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.

Marques, N. (2019). The Role of Breakthrough Technologies in the Growth of Esports. IEEE Potentials May/June, 24-26.

Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play. Journal of Sport and Social Issues, 42(4), 295–311.

Rothman, J. (2013). E-sports as a Prism for the Role of Evolving Technology in Intellectual Property. University of Pennsylvania Law Review Online, 116, 317-329.

Lopez Frias, F. J. (2016). The Defining Components of the Cyborg: Cyborg-athletes, Fictional or Real? Sport, Ethics and Philosophy, 10(1), 97-111.

Egliston, B. (2018). E-sport, Phenomenality and Affect. Transformations, 31, 156-176.

Novak, A. R., Bennett, K. J. M., Pluss, M. A., & Fransen, J. (2020). Performance Analysis in eSports: Modelling Performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching, 0(0), 1-9.

Ash, J. (2012). Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames. Environment and Planning A44 (1), 187–203.

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.
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