Browse Items (54 total)

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

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:…

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

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

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).

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.

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

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.

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

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

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

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.

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

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.

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

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.

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 &…

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…

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

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.

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).

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.

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.

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.

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

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

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,…

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).

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

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.

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).

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.

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.

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.

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…

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

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

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.

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

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.

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…

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…

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).

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.

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

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

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.

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.

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

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.

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

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
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