Browse Items (32 total)

Jenny, S. E., Chung, J., & Krause, J. M. (2022). Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention. Creative Commons.

Bach, D. (2023). Urheber- und kartellrechtliche Grenzen für Publisher im E-Sport. Springer Wiesbaden.

Krajník, J. (2022). “Hot hand” in Esports: Quiet Eye Does Not Generalize to Multiple Targets in a Computerized Task.

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Hohlfeld, L. (2022). Gaming Communities.

Leis, O. Stress (2022), Psychophysiology, and Performance in Esports: From the Relevance of Research to Intervention Strategies.

Kropachev, S. (2022). Guidebook for eSport fighting-game event planning: case Install 2022.

Aksun, O. (2022). Enhancing the experience of esports spectating: a design study on competitive gaming and spectator interfaces (Master's thesis, Middle East Technical University).

Ryška, J. (2022). Development and Forecast of Esports Industry.

Wolf, C., & Krämer, F. (2022). Women in Esports: A Qualitative Study on Shared Experiences of Women in the Esports Industry.

Stringfield, J. (2022). Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies.

Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.

Schmidt, S. C. E., Sell, S., & Woll, A. (2022). The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study. Interactive Journal of Medical Research, 11(2), e25886.

Schöber, T., & Stadtmann, G. (2022). The dark side of e-sports–An analysis of cheating, doping & match-fixing activities and their countermeasures. International Journal of Esports, 2(2).

Wells, J. E., Harrolle, M. G., MacAulay, K. D., Greenhalgh, G., & Morgan, S. C. (2022). Integration of Esports in Educational Innovation: A Design-Based Research Approach. Sport Management Education Journal, 1(aop), 1-12.

Micallef, D., Parker, L., Brennan, L., Schivinski, B., & Jackson, M. (2022). Improving the Health of Emerging Adult Gamers—A Scoping Review of Influences. Nutrients, 14(11), 2226.

Cotrufo, R. J., MacGregor, J. F., & McGinniss, K. T. (2022). Perceptions of NCAA Division II and III Athletic directors regarding the emergence of e-sports. Journal for the Study of Sports and Athletes in Education, 1-16.

Thompson, J., Taheri, B., & Scheuring, F. (2022). Developing esport tourism through fandom experience at in-person events. Tourism Management, 91, 104531.

Wechsler, K., Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen. International Journal of…

Białecki, A., Gajewski, J., Białecki, P., Phatak, A., & Memmert. (2020). Determinants of Victory in Esports - StarCraft II. Zenodo

Mihailova, T. (2020). Navigating ambiguous negativity: A case study of Twitch. tv live chats. New Media & Society, 1461444820978999.

LaMastra, N., Uttarapong, J., Gandhi, R., Cook, C. L., & Wohn, D. Y. (2020). How a Live Streamer's Choice in Played Game Affects Mental Health Conversations. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play…

Johnson, M. R. (2019). Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv. Information, Communication & Society, 22(4), 506-520.

Saiz-Alvarez, J. M., Palma-Ruiz, J. M., Valles-Baca, H. G., Fierro-Ramírez, L. A. (2021). Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results. Sustainability, 13, 10890.

Wardle, H. (2021). When Games and Gambling Collide: Modern Examples and Controversies. In Wardle, H., Games Without Frontiers? Socio-historical Perspectives at the Gaming/Gambling Intersection (pp. 35-77). Palgrave Macmillan.

Bickmann, P., Wechsler, K. Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2020). Gaze Behavior of Professional and Non-Professional eSports Players in FIFA 19. International Journal of Gaming and Computer-Mediated Simulations, 12(3), 1-17.

DiFrancisco-Donoghue, J., Werner, W. G., Douris, P. C., & Zwibel, H. (2020). Esports Players, Got Muscle? Competitive Video Game Players’ Physical Activity, Body Fat, Bone Mineral Content, and Muscle Mass in Comparison to Matched Controls. Journal of…

Valladao, S. P., Middleton, J., & Andre, T. L. (2020). Esport: Fortnite Acutely Increases Heart Rate of Young Men. International Journal of Exercise Science, 13(6), 1217-1227.

Macey, J., Abarbanel, B., & Hamari, J. (2020). What Predicts eSports betting? A Study on Consumption of Video Games, eSports, Gambling and Demographic Factors. New Media & Society, 1-25.

Jenny, S. & Schary, D. (2014). Exploring the Effectiveness of Learning American Football Through Playing the Video Game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 72-87.

Abarbanel, B., & Johnson, M. R. (2018). Esports Consumer Perspectives on Match-Fixing: Implications for Gambling Awareness and Game Integrity. International Gambling Studies, 19(2), 296-311.
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