Browse Items (9 total)

Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sciences, 10(11), 859.

Dor, S. (2014). The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. Game Studies, 14(1).

Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., Douris, P., Zwibel, H., & DiFrancisco-Donoghue, J. (2020). Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming, Frontiers in Psychology, 11, 1-6.

Richard, G. T., Mckinley, Z., & Ashley, R. (2018). Collegiate eSports as Learning Ecologies: Investigating Collaborative Learning and Cognition During Competitions. Proceedings of DiGRA 2018

Toth, A. J., Kowal, M., & Campbell, M. J. (2019). The Color-Word Stroop Task Does Not Differentiate Cognitive Inhibition Ability Among Esports Gamers of Varying Expertise. Frontiers in Psychology, 10, 1-7.

Thomas, C. J., Rothschild, J., Earnest, C. P., & Blaisdell, A. (2019). The Effects of Energy Drink Consumption on Cognitive and Physical Performance in Elite League of Legends Players. Sports, 7(9), 196.

Pedraza-Ramirez, I., Musculus, L., Raab., M., & Laborde S. (2020). Setting the Scientific Stage for eSports Psychology: A Systematic Review. International Review of Sport and Exercise Psychology, 13(1), 319-352

Dubbels, B. R. (2018). Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. Hersheym, PA: IGI Global.

Dor, S. (2014). The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study. Game Studies, 14(1).
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