Browse Items (54 total)

Pargman, D., & Svensson, D. (2019). Play as Work: On the Sportification of Computer Games. Digital Culture & Society, 5(2), 15-40.

Svelch, J. (2019). Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming. Media, Culture & Society, 1-19.

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

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.

McCutcheon, C., Hitchens, M., & Drachen, A. (2017). eSport vs. irlSport. ACE 2017: Advances in Computer Entertainment Technology: 531–542.

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

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.

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.

Walzel, S., & Schubert, M. (2018). Perspektiven des Sportsponsorings. Springer Gabler: Berlin, Heidelberg.

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

Turtiainen, R., Friman, U., & Ruotsalainen, M. (2020). ‘Not Only for a Celebration of Competitive Overwatch but Also for National Pride’: Sportificating the Overwatch World Cup 2016. Games and Culture, 15(4), 351-371.

Jonasson, K., & Thiborg, J. (2010). Electronic Sport and its Impact on Future Sport. Sport in Society, 13(2), 287–299.

Hutchins, B. & Rowe, D. (2012). Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. London: Routledge.

Hums, M. A., & MacLean, J. C. (2018). Governance and Policy in Sport Organizations. Routledge.

Holt, J. (2016). Virtual Domains for Sports and Games. Sport, Ethics and Philosophy, 10(1),5-13.

Hewitt, E. (2014). Will eSports Ever Become Widely Accepted as Official Sports and How will they Affect the Way we Entertain Ourselves if They do? Computers for Everyone, 81-83.

Hemphill, D. (2015). Cybersport. In C. Torres (Ed.), The Bloomsbury Companion to the Philosophy of Sport (pp. 346–348). Sydney, Australia: Bloomsbury.

Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195–207.

Heere, B. (2018). Embracing the Sportification of Society: Defining e-Sports Through a Polymorphic View on Sport. Sport Management Review, 21(1), 21-24.

Hebbel-Seeger, A., & Siemers, L. (2018). eSport im Profi-Fußball der DFL: zu Erwartungen, Zielen und Markeneinfluss. Sciamus – Sport und Management, 2/2018, 42-58.

Hebbel-Seeger, A. (2012). The Relationship Between Real Sports and Digital Adaptation in e-Sport Gaming. International Journal of Sports Marketing and Sponsorship, 13(2), 43 – 54.

Hallmann, K., & Giel, T. (2018). eSports – Competitive Sports or Recreational Activity? Sports Management Review, 21(1), 14-20.

Crawford, G. (2005). Digital Gaming, Sport, and Gender. Leisure Studies, 24(3), 259–270.

Conway, S. (2010). It’s in the Game’ and Above the Game. Convergence, 16(3), 334- 354.

Facchini, L. V. (2018). Digital Strategy in a Sport Club: A Model to Support the Analysis. Master’s thesis. Politenico di Milano, Milano.

Villar, J. G., & Murillo, C. (2018). eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence from Sports Video Games. Barcelona GSE Working Paper: 1059

Verchere, R. (2013). Du monde du sport au monde du jeu vidéo, La fabrique des mondes vidéoludiques − Game Studies ? à la française ! ENS Lyon, Lyon.

Van Hilvoorde, I. (2016). Sport and Play in a Digital World. Sport, Ethics and Philosophy, 10(1), 1–4.

Ehnold, P., Gohritz, A., Lichtenwimmer, D. (2018). Playstation und Fußballplatz: vom eSport-Zuschauer zum Fußballfan? Sciamus – Sport und Management, 2/2018, 1-20.

Desbordes, M., & Richelieu, A. (2019). International Sport Marketing: Issues and Practice. Abingdon, England: Routledge.

Naubert, S. (2012). Cybersport 2.0: Ethical Dimensions of Videogames as Sport. Presented at the Philosophy of Computer Games Conference.

Nagel, M. & Sugishta, K. (2016). Esport: The Fastest Growing Segment of the “Sport” Industry. Sport & Entertainment Review, 2(2), 51–60.

Olson, C. K. (2013). Sports Videogames and Real-world Exercise. Sports Videogames, 278-294 New York, NY: Routledge.

Ücüncüoglu, M., & Cakir, V. O. (2017). Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma. İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.

Xiao, X., Chian Tan, F. T., Lim, E. T. K., Henningsson, S., Vatrapu, R., Hedman, J., Tan, C. W., Clemenson, T., Mukkamala, R. R., & Van Hillegersberg, J. (2018). Sports Digitalization: An Overview and A Research Agenda. Paper presented at 38th…

Zagala, K., & Strzelecki, A. (2019). eSports Evolution in Football Game Series. Physical Culture and Sport. Studies and Research, 83, 50-62.

Borggrefe, C. (2018). Kommentar zu: Borchert, Schulke und Schneider (2018) „eSport: Vom Präfix zum Thema für den organisierten Sport!?“. German Journal of Exercise and Sport Research, 48(3), 456-457.

Borggrefe, C. (2018). eSport gehört nicht unter das Dach des organisierten Sports. German Journal of Exercise and Sport Research, 48(3), 447-450.

Besombes, N., Bodenand, X., Louchart, S., Delestage, C.A., & Alvarez, J. (2017). Clubs de football et e-sport: analyse croisée des influences et des repositionnements économiques et techniques. Congrès de l’International Society of Sport Sciences in…

Besombes, N. (2018). The World of Esports – What You Need to Know. Sport Intern, 50, 3-5.

Besombes, N. (2018). Sport et e-sport. Une comparaison récurrente à déconstruire. Jurisport, 185, 19-23.

Besombes, N. (2016). Les jeux vidéo compétitifs au prisme des jeux sportifs : du sport au sport électronique. Sciences du jeu, (5).

Bertschy, M., Mühlbacher, H., & Desbordes, M. (2019). Esports Extension Of A Football Brand: Stakeholder Co-creation in Action? European Sport Management Quarterly, 20(1), 47-68.

Benitah, S., & Gardon, L. (2017). L’esport peut-il devenir le sport 2.0 ? Mémoire de Master.

Bagger von Grafenstein, T. (2018). eSport: Welche Vor- und Nachteile bringt eine rechtliche Qualifizierung mit sich? Folgen einer Aufnahme im DOSB. MultiMedia und Recht, 2/2018, 20-24.

Atalay, A., & Topuz, A. C. (2018). What Is Being Played in the World? Mobile eSport Applications. Universal Journal of Educational Research, 6(6), 1243-1251.

Assuncao, C. (2018). Sportification of Professional Gaming: A Study on Gender and Technology. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Leagues, University of Jyväskylä, Finland.
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