Browse Items (54 total)

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

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

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.

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…

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

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

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

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

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.

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

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

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

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.

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

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

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

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

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.

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

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

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.

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.

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

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

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.

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

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.

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

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

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

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

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.

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

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

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

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.

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

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.

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

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

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

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.

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

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

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

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

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.

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…

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

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.

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

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

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.

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.
Output Formats

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