Browse Items (54 total)

Amor, JSC.; Aguado-Berenguer, S.; García-Pascual, F. (2022). Influence of service performance variables and brand variables on the loyalty of esports event users. Retos

Abanazir, C. (2018). Institutionalisation in E-Sports. Sports, Ethics and Philosophy, 13 (2), 117–131.

Amor, J. S. C., Alguacil, M., & Gómez-Tafalla, A. M. (2022). Gender influence on brand recommendation at an esports event. Journal of Physical Education and Sport, 22(1), 231-238.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.

Anderson, S. L., & Schrier, K. (Kat). (2022). Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture. Games and Culture, 17(2), 179-197.

Anðelić, B., Bianco, A., Maksimović, N., Todorović, N., & Drid, P. (2022). A milestone in the era of esports: The Olympics through the lens of virtual reality. Frontiers in Psychology, 13.

Baltezarević, R., & Baltezarević, B. (2018). The impact of video games on the formation of eSports. Physical Education and Sport, 16(1), 137-147.

Bankova, K., & Nablsi, A. (2022). " Old-School" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective.

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.

Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In Proceedings of the 2020 ACM Designing Interactive Systems Conference (pp. 757-769).

Cabeza-Ramírez, L. J., Muñoz-Fernández, G. A., & Santos-Roldán, L. (2021). Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities. In Healthcare (Vol. 9, No. 2, p. 192). Multidisciplinary Digital…

Carrani, L. M., Riera, A. B., Altarriba-Bartés, A., Gil-Puga, B., Gonzalez, A. P., Piniés-Penadés, G., ... & Peña, J. (2022). Are eSports players comparable to traditional athletes? A cross-sectional study. Aloma: Revista de Psicologia, Ciències de…

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. (2021). Boosting: Rank and Skill Deception in Esports. Entertainment Computing 36, 100393.

Crecelius, A. R., & Hetrick, N. (2022). Neurocognitive Capabilities and Physiological Responses to Cognitive Stress as well as General Health and Fitness Measurements in Competitive Gamers versus Non-Gamers.

Ekdahl, D. (2022). Both Physical and Virtual: On Immediacy in Esports. Frontiers in Sports and Active Living, 4.

Falkenthal, E., & Byrne, A. M. (2020). Distributed Leadership in Collegiate Esports. Simulation & Gaming, published online before print

In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments…

Hing, N., Lole, L., Russell, A. M., Rockloff, M., King, D. L., Browne, M., ... & Greer, N. (2022). Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling. Plos one, 17(5), e0266571.

Jeong, I., Nakagawa, K., Osu, R., & Kanosue, K. (2022). Difference in gaze control ability between low and high skill players of a real-time strategy game in esports. PloS one, 17(3), e0265526.

Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch. tv on the video game industry. Media, Culture & Society, 41(5), 670-688.

Johnson, M. R., Carrigan, M., & Brock, T. (2019). The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv. First Monday, 24(8).

Kawabe, K., Horiuchi, F., Hosokawa, R., Nakachi, K., Soga, J., & Ueno, S. I. (2022). Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study. Behavioral Sciences, 12(6), 172.

Klíma, O. (2022). Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports. American Journal of Cultural Sociology, 10(4), 570-595.

Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I watching? Capturing the interplay of social and technological aspects of online live streaming. In GamiFIN (pp. 199-209).

Kraemer, W. J., Caldwell, L. K., Post, E. M., Beeler, M. K., Emerson, A., Volek, J. S., ... & Onate, J. A. (2022). Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers. Journal of Strength and Conditioning Research,…

Le Luan, N. T., & Nguyen Ba Long, K. (2022). eSports: from a competition to a billion-dollar industry: Tencent Ltd case study.

Lo, C. (2022). Defining Esports Student-Athletes and the Behaviors that Affect Academic Performance.

Macey, J., & Hamari, J. (2019). eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour Associated with Emergent Forms of Gambling. New Media & Society, 21(1), 20–41.

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.

Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Mallari, K., Williams, S., & Hsieh, G. (2021). Understanding Analytics Needs of Video Game Streamers. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 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.

Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).

Onishi, T., Yamasaki, M., Hara, T., Hirotomi, T., & Miyazaki, R. (2022). Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults. International Journal of Environmental…

Pluss, M. A., Novak, A. R., Bennett, K. J., Panchuk, D., Coutts, A. J., & Fransen, J. (2022). The reliability and validity of mobalytics proving ground as a perceptual-motor skill assessment for esports. International Journal of Sports Science &…

Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.

Ribeiro, F. J., Viana, V., Borges, N., & Teixeira, V. H. (2021). The Emergence of eSports Nutrition: A Review.

Ruberg, B. (2021). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New media & society, 23(6), 1681-1699.

Ruberg, B. B., & Lark, D. (2021). Livestreaming from the bedroom: Performing intimacy through domestic space on Twitch. Convergence, 27(3), 679-695.

Ruberg, B., Cullen, A. L., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466-481.

Rusk, F., & Ståhl, M., (2020). A CA Perspective on Kills and Deaths in Counter-Strike: Global Offensive Video Game Play. Social Interaction, 3(2).

ŞAHİN, A., KARAKAYA, Y. E., & ÖZKAL, M. C. (2022). The Sport of the Digital World: E-Sports. Anatolia Sport Research, 3(2), 1-8.

Schofield, D., & LeDone, R. (2019). The Motivations of a Video Game Streamers and their Viewers. Screen Thought, 3(1), 1-14.

Shenkman, E., Coates, D., Chadov, A., & Parshakov, P. (2022). Team vs. individual tournament: An organizer's dilemma. Journal of Economic Behavior & Organization, 198, 476-492.

Shenkman, E., Coates, D., Chadov, A., & Parshakov, P. (2022). Team vs. individual tournament: An organizer's dilemma. Journal of Economic Behavior & Organization, 198, 476-492.

Shisha, S. (2020). Fairness, Copyright, and Video Games: Hate the Game, Not the Player. Fordham Intell. Prop. Media & Ent. LJ, 31, 694.

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171.

Smith, T., Obrist, M., & Wright, P. (2013). Live-streaming changes the (video) game. In Proceedings of the 11th european conference on Interactive TV and video (pp. 131-138).

Taylor, N. T. (2015). Now You're Playing with Audience Power: The Work of Watching Games. Critical Studies in Media Communication, 33(4), 293-307

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

V. Thiruchelvam and W. Bee Suan, "Recognizing Esports as a Sport from an Academic Perspective," 2022 IEEE International Conference on Distributed Computing and Electrical Circuits and Electronics (ICDCECE), Ballari, India, 2022, pp. 1-4, doi:…

Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813-823.
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