Browse Items (33 total)

Devereux, L., Raggiotto, F., Scarpi, D. and Moretti, A. (2021). Promoting Within Sport: An Exploration of Creativity in Traditional, Extreme and Esports Contexts. In: Pantano, E. (Ed.), Creativity and Marketing: The Fuel for Success (pp. 19-32).…

Filotrani, L. (2020). Television needs Esports but Esports Doesn't Need Television. In. L. M. Walzak, & J. Recupero (Eds.), Sport Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport (pp. x-y). Champaign, IL. Common…

Rogers, R., Farquhar, L., & Mummert, J. (2020). Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League. Communication & Sport, 1-20.

Ke, X., & Wagner, C. (2020). Global Pandemic Compels Sport to Move to Esports: Understanding from Brand Extension Perspective, Managing Sport and Leisure, 1-6.

Zhuang, W., Yin, K., Zi, Y., & Liu, Y. (2020). Non-Invasive Brain Stimulation: Augmenting the Training and Performance Potential in Esports Players, brain sciences, 10(7), 454-467.

Summerley, R. (2020). The Development of Sports. A Comparative Analysis of the Early Institutionalisation of Traditional Sports and E-sports. Games and Culture, 15(1), 51-72.

Stoll, A. (2010). Killerspiele als Sportgerät? Zur Funktionalisierung von Gewalt im eSport. AugenBlick. Marburger Hefte zur Medienwissenschaft, (46), 36-53.

Stein, A., Mitgusch, K., & Consalvo, M. (2013). Who are Sports Gamers? A Large Scale Study of Sports Video Game Players. Convergence, 19(3), 345-363.

Soumokil, G. (2009). The Rising World of e-Sports: The Revelation of the Unknown World of e-Sports and its Influences on the Western Society. Facta Universitas. Series: Physical Education and Sport, 16(1), 137-147.

Seven, A. (2018). eSport und der blinde Fleck: Ein Diskussionsbeitrag vor dem Hintergrund von Manfred Franz’und Detlef Köpkes Neuen Denkwegen im Sport (2017). German Journal of Exercise and Sport Research, 48(4), 582-586.

Schulke, H.-J., & Wendeboern, T. (2018). Aufklärung, was sonst!? Das Märchen vom E-Sport. SportZeiten: Sport in Geschichte, Kultur und Gesellschaft, 18(3), 7-32.

Schürmann, V. (2019). Am Fall eSport: Wie den Sport bestimmen? Von Merkmalen und Grundideen. German Journal of Exercise and Sport Research, 49, 472-481.

Schmidt, M., & Shreffler, M. (2015). Motivations for eSport Consumption: A Road Map for Traditional Sports Online Spectating. 2015 Sport Marketing Association Conference (SMA XIII).

Muniowski, L. (2018). Geek is the New Jock: The Relationship between Geek Culture and Sports. In Age of the Geek: Depictions of Nerds and Geeks in Popular Media. New York, NY: Palgrave.

Müller-Lietzkow, J. (2007). Die Veränderung des traditionellen Sportbildes in Gesellschaft und Politik durch eSport. Computerspiele und Politik. Zur Konstruktion von Politik und Gesellschaft in Computerspielen, 221-247.

Mosele, J. (2018). Artificial Intelligence in the Sport Industry. Master’s thesis. Politecnico Di Milano, Milano.

Miah, A. (2017). Sport 2.0 – Transforming Sports for a Digital World. Massachusetts: The MIT Press.

Malik, P. (2019). Esports: A Competitive Electronic Sports. International Journal of Yogic, Human Movement and Sports Science, 4(1), 87-90.

Kim, Y., & Ross, S. D. (2006). An Exploration of Motives in Sport Video Gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 34-46.

Karsenti, T., & Bugmann, J. (2018). Le e-sport, un nouveau « sport » numérique universitaire? Revue internationale des technologies en pédagogie universitaire, 15(1).

Karakus, E. C. (2015). Comparing Traditional Sports and Electronic Sports. Master’s Thesis. University of Illinois at Urbana-Champaign, Urbana, IL.

Kane, D., & Spradley, B. D. (2017). Recognizing Esports as a Sport. The Sport Journal, published online 11 May.

Kajastila, R., & Hamalainen, P. (2015). Motion Games in Real Sports Environments. Interactions, March-April, 44-47

Kainz, F., Haupt, T., & Werner, C. (2018). “eSport”: Mehr als eine momentane Spielerei. Causa Sport, 2/2018, 153-160.

Witkowski, E. (2009). Probing the Sportiness of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 53-56), Norderstedt, Germany: Books on Demand GmbH.

Willimczik, K. (2019). eSport „ist“ nicht Sport–eSport und Sport haben Bedeutungen. German Journal of Exercise and Sport Research, 78-90.

Willimczik, K. (2019). eSport zwischen “Sport” und “Nicht-Sport” – Wegweisung für eine sachliche Diskussion. DOSB

Wendeborn, T., Schulke, H. J. & Schneider, A. (2018). eSport: Vom Präfix zum Thema für den organisierten Sport?! German Journal of Exercise and Sport Research, 48(3), 451-455.

Redelfs, O. (2018). Digitaler Spitzensport. Hamburger Wirtschaft, 03/18, 14-19.

Lopez-Gonzalez, H., & Griffiths, M. (2016). Understanding the Convergence of Markets in Online Sports Betting. International Review for the Sociology of Sport, 53(7), 807–823.

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.

Jenny, S. E., & Schary, D. P. (2015). Motion-based Video Game and Authentic Wall/Rock Climbing: Motivations and Perceptions of Novice Climbers. International Journal of Technology in Teaching and Learning, 11(1), 35-49.

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.
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