Browse Items (18 total)

Jenny, S. E., Krause, J. M., & Armstrong, T. (2021). Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy. Human Kinetics

Krause, J. M., & Jenny, S. E. (2023). Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs. Sagamore Publishing.

Rowe, E. W. (2022). Spectatorship in the Age of Streaming: the Organization, Economics, and Technology of eSports (Doctoral dissertation, University of Colorado at Boulder).

Sousa, B. A. M. (2022). Esports Penetration in the Global Market-Insertion in education sector.

Tjokrodinata, C., Bangun, C. R. A., Dinansyah, F., & Farmita, A. R. (2022). Gamers with Different Ability and the role of EAI (E-Sports Ability Indonesia). Jurnal Interaksi: Jurnal Ilmu Komunikasi, 6(1), 52-66.

Pizzo, A. D., Su, Y., Scholz, T., Baker, B. J., Hamari, J., & Ndanga, L. (2022). Esports scholarship review: Synthesis, contributions, and future research. Journal of Sport Management, 1(aop), 1-12.

Tjønndal, A., & Skauge, M. (2020). Youth Sport 2.0? The Development of eSports in Norway from 2016 to 2019. Qualitative Research in Sport, Exercise and Health, 1-18.

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.
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2