Browse Items (1774 total)

Maric, J. (2011). eSport im TV: Fernsehaneignung einer Computerspielkultur. In M. Elsler (Ed.), Die Aneignung von Medienkultur (pp. 193-213). VS Verlag für Sozialwissenschaften.

Marques, N. (2019). The Role of Breakthrough Technologies in the Growth of Esports. IEEE Potentials May/June, 24-26.

Martelaro, N., Lakdawala, T., Chen, J., & Hammer, J. (2021). Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets. In Designing Interactive Systems Conference 2021 (pp. 1765-1782).

Martin-Niedecken, A. L., Schättin, A. (2020). Let the Body'n'Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes. Frontiers in Psychology, 11.

Martin, C. (2020). The Costs of Squadding Up: Determining the Employment Status of High-Profile Esports Streamers. San Diego Int'l LJ, 22, 151.

Martin, P., & Song, W. (2021). Framing eSports in Chinese university campuses. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.

Martinelli, D. (2019). The Challenges of Implementing a Governing Body for Regulating ESports. University of Miami International and Comparative Law Review, 26, 499-524.

Martinelli, D. (2017). Skin Gambling: Have We Found The Millennial Goldmine Or Imminent Trouble? Gaming Law Review, 21(8), 557-565.

Martins, D. J. D. Q., Moraes, L. C. L., & Marchi Júnior, W. (2022). COVID-19 impacts on school sports events: an alternative through E-sports. Managing Sport and Leisure, 27(1-2), 45-49.

Mateo-Orcajada, A., Abenza-Cano, L., & Vaquero-Cristóbal, R. (2022). Analyzing the changes in the psychological profile of professional League of Legends players during competition. Computers in Human Behavior, 126, 107030.

Maties, M. & Nothelfer, N. (2021). Zulässigkeit von Wetten auf eSport-Ereignisse nach deutschem Glücksspielrecht. Zeitschrift für Wett- und Glücksspielrecht, 128-137. (article in the 15th anniversary issue)

Matončik, M. (2015). e-Sports: Playing Just for Fun or Playing to Satisfy Life Goals? Computers in Human Behavior, 48, 208-211.

Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.

Mattinen, T., & Macey, J. (2018, October). Online Abuse and Age in Dota 2. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 69-78).

Matuszewski, P., Dobrowolski, P., & Zawadzki, B. (2020). The Association Between Personality Traits and eSports Performance. Frontiers in Psychology, 11, 1-5.

Maymin, P. Z. (2020). Smart Kills and Worthless Deaths: eSports Analytics for League of Legends. Journal of Quantitative Analysis in Sports, published online before print

McCauley, B., Nguyen, T. H. T., McDonald, M., & Wearing, S. (2020). Digital Gaming Culture in Vietnam: An Exploratory Study. Leisure Studies, 39(3), 372-386.

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McCauley, B., Tierney, K., & Tokbaeva, D. (2020). Shaping a Regional Offline eSports Market: Understanding How Jönköping, the ‘City of DreamHack’, Takes URL to IRL. International Journal on Media Management, 22(1), 30-48.

McCrea, C. (2009). Watching Starcraft, Strategy and South Korea. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 179–193). New York: Routledge.

McCutcheon, C. (2022). eSport, work, sport and play: relationships and pathways to a new continuum model (Doctoral dissertation, Macquarie University).

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

McGee, C. (2021). Lower Extremity Disorders in Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 119-150). Cham: Springer.

McGee, C. (2021). The Ergonomics of Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 151-165). Cham: Springer.

McLeod, C. M., Xue, H., & Newman, J. I. (2021). Opportunity and inequality in the emerging esports labor market. International Review for the Sociology of Sport.

McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Journal of Electronic Gaming and Esports.

McTee, M. (2014). E-Sports: More Than Just a Fad. Oklahoma Journal of Law & Technology, 70, 1–27.

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Meadows, J. H. (2018). Esports. In A. E. Grant & J. H. Meadows (Eds.), Communication Technology Update and Fundamentals, 16th edition.

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Meier, M., Maier, C., Mattke, J., & Weitzel, T. (2022). Esports: Explaining Willingness to Pay for Streaming Services. Communications of the Association for Information Systems, 50(1), 11.

Melentev, N., Somov, A., Burnaev, E., Strelnikova, I., Strelnikova, G., Melenteva, E., & Menshchikov, A. (2020). eSports Players Professional Level and Tiredness Prediction using EEG and Machine Learning. 2020 IEEE Sensors, 1-4.

Menasce, R. M. (2019). From Casual to Professional: How Brazilians Achieved eSports Success in Counter-Strike: Global Offensive. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 121–140). Norderstedt: Books on Demand GmbH.

Mendoza, G., Bonilla, I., Chamarro, A., Jiménez, M., & Barcelona, V. (2022). Defining what an esports player is. A systematic review on the samples used in esports research.

Mendoza, G., Clemente-Suaréz, V. J., Alvero-Cruz, J. R., Rivilla, I., García-Romero, J., Fernández-Navas, M., de Albornoz-Gil, M. C., & Jiménez, M. (2021). The Role of Experience, Perceived Match Importance, and Anxiety on Cortisol Response in an…

Meng-Lewis, Y., Lewis, G., Lin, Z., & Zhao, Y. (2022). Examination of Esports Fans’ Live Streaming Experiences Using an Extended Expectation-Confirmation Model: A Case Study of the King Pro League. International Journal of Human–Computer Interaction,…

Meng-Lewis, Y., Wong, D., Zhao, Y., & Lewis, G. (2020). Understanding Complexity and Dynamics in the Career Development of eSports Athletes. Sport Management Review.

Messier, M.-A. (2011). The Lessons eSports Should Learn From The Recession. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 54–61). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2012). What Happened to Quake? A Though Year for Our Most Beautiful Game. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 75–82). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2015). Shootmania - The Bizarre Quest of Creating an eSports Game. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 33–35). Norderstedt: Books on Demand GmbH.

Messier, M.-A. (2017). A Turning Point for FPS Games. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 49–51). Norderstedt: Books on Demand GmbH.

Meyer, M. (2010). How a Hobby Became Some Kind of Destiny. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 47–50). Norderstedt: Books on Demand GmbH.

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

Miah, A. (2020). How Do Esports Companies Support Their Community’s Wellness?. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/18/html

Miah, A., & Fenton, A. (2020). Esports in the Olympic & Paralympic Games: The Business Case for Integration. In D. Chatziefstathiou, B. Garcia & B. Séguin (Eds.), The Routledge Handbook of the Olympic and Paralympic Games, Oxon and New York, NY:…

Micallef, D., Brennan, L., Parker, L., Schivinski, B., & Jackson, M. (2021). Where Do Online Games Fit into the Health Behavior Ecology of Emerging Adults: A Scoping Review. Nutrients, 13, 2895.

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.

Michael, T. B., & Williams, M. A. (2021). Pwning Noobs for Fun and Profit: eSports and Entrepreneurship. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 47-66). IGI Global.

Mieth, T. (2014). Abrufen zusätzlicher Informationen bei Videostreams im eSport: Entwicklung einer Möglichkeit zur Anzeige von zusätzlichen Informationen bei Übertragungen im Web. AV Akademikerverlag.

Migliore, L. (2021). What Is Esports? The Past, Present, and Future of Competitive Gaming. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 1-16). Cham: Springer.

Migliore, L. (2022). (E) sports Medicine on Campus. In Understanding Collegiate Esports (pp. 78-105). Routledge.

Migliore, L., & Beckman, K. (2021). Upper Extremity Disorders in Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 17-70). Cham: Springer.

Migliore, L., & McGee, C. (2021). Neck and Back Disorders in Esports. In L. Migliore, C. McGee & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 71-118). Cham: Springer.

Migliore, L., McGee, C., & Moore, M. N. (Eds.). (2021). Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming. Cham: Springer.

Mihailova, T. (2020). Navigating ambiguous negativity: A case study of Twitch. tv live chats. New Media & Society, 1461444820978999.

Mikail, B. A. T. U., KOCAÖMER, C., Onur, T. O. S., & KOCAÖMER, N.,(2022). Understanding Motivational Factors Influencing Intention to Play Esports Games in Türkiye. TRT Akademi, 7(16), 1032-1051.

Miroff, M. (2018). Tiebreaker: An Antitrust Analysis of Esports. Columbia Journal of Law and Social Problems, 52(2), 177-223.

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Misra, A., & Danwani, A. (2012). The World of eSports Through a Girl Gamer’s Eye. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 59-61). Norderstedt: Books on Demand GmbH.

Möckel, M. (2021). E-Sport Training: Lehrbuch für Trainerinnen und Trainer. Berlin: Academia.

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

Moeller, R. M., Esplin, B., & Conway, S. (2009). Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and the Discourse of Online Sports Gamers. Game Studies, 9(2).

Möglich, J. (2015). KILLERFISH eSports e.V. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 51–54). Norderstedt: Books on Demand GmbH.

Möglich, J. (2019). Competitive Gaming Between the Oceans. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 148–156). Norderstedt: Books on Demand GmbH.

Moisy, M., & Mora, P. (2007). Rencontre avec les champions : les goodgame, in F. Beau (Ed.), avec la collaboration de D. Kaplan et L. Gille, Culture d’Univers. Jeux en réseaux, mondes virtuels, le nouvel âge de la société numérique, Limoges, FYP…

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Molho V. & Guillot J.-P. (2016). L’e-sport, véritable discipline sportive. La semaine juridique, entreprise et affaires, (41), 22-25.

Monteiro Pereira, A., Costa, J. A., Verhagen, E., Figueiredo, P., & Brito, J. (2022). Associations Between Esports Participation and Health: A Scoping Review. Sports Medicine, 1-22.

Mooney, C. (2017). Inside the E-Sports Industry. Norwood House Press.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Team Efficiency and Network Structure: The Case of Professional League of Legends. Social Networks, 58, 105-115.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). MOBA Games: A Literature Review. Entertainment Computing.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Player-centric Networks in League of Legends. Social Networks, 55, 149-159.

Mora-Cantallops, M., & Sicilia, M. A. (2018). Exploring Player Experience in Ranked League of Legends. Behavior and Information Technology, 37(12), 1224–1236.

Mora, P. (2005). Derrière l’e-sport : un conflit d’experts de jeux réseaux compétitifs. In T. Fortin, P. Mora & L. Trémel (Eds.), Les jeux vidéo : pratiques, contenus et enjeux sociaux (pp. 25-121). Paris, L’Harmattan, coll. « Champs Visuels ».

Mora, P. (2009). Des J.O à la FFJV : PES et la construction sociale du sport . Les cahiers du jeu vidéo, n° 2, Football Stories, pix’n love, 140-150.

Mora, P., & Héas, S. (2002). Le corps dans l’e-sport. Journées d’études « Internet, jeu et socialisation »

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Mora, P., & Heás, S. (2003). Du joueur de jeux vidéo à l’e-sportif: vers un professionnalisme florissant de l’élite? La pratique du jeu vidéo : réalité ou virtualité, 131-146.

Mora, P., & Héas, S. (2005). From Videogamer to e-Sportsman: Toward a Growing Professionalism of World-class Players? In M. Bittanti & S. Morris (Eds.), Doom: Giocare in Prima Persona. Milano: Costa & Nolan. [Originally published in French in…

Morris, S. (2003). WADs, Bots and Mods Multiplayer FPS Games as Co-creative Media. DIGRA Conference.

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

Mubarak, K., Sadika, F., & Muttaqien, T. Z. (2022). Perancangan Meja Live Streaming Untuk Meningkatkan Efektivitas Live Streaming. eProceedings of Art & Design, 9(1).

Mühlbacher, H., Bertschy, M., & Desbordes, M. (2022). Brand identity dynamics–reinforcement or destabilisation of a sport brand identity through the introduction of esports?. Journal of Strategic Marketing, 30(4), 421-442.

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.

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.

Muqaddas, A. S., Stange Tessinari, R., De Dios, O. G., Hugues Salas, E., Casellas, R., Luque, L., Channegowda, M., Giorgetti, A., Sgambelluri, A., Cugini, F., Moreno-Muro, F-J., Garrich, M., Pavón Mariño , P., Morro, R., Farrow, K., Lord, A.,…

Murakami, K., & Miyachi, H. (2022). A Study on the Impact of High Refresh-Rate Displays on Scores of eSports. In International Conference on Network-Based Information Systems (pp. 283-288). Springer, Cham.

Murray, S., Birt, J., & Blakemore, S. (2020). ESports Diplomacy: Towards a Sustainable ‘Gold Rush’. Sport in Society, published online before print.

Musabirov, I., Nulygin, D., Okopny, P., & Konstantinova, K. (2018). Between an Arena and a Sports Bar: Online Chats of Esports Spectators. ArXiv.

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

Nagorsky, E., & Wiemeyer, J. (2020). The Structure of Performance and Training in Esports. PLOS ONE, 15(8).

Nakandala, S., Ciampaglia, G., Su, N., & Ahn, Y. Y. (2017). Gendered conversation in a social game-streaming platform. In Proceedings of the International AAAI Conference on Web and Social Media (Vol. 11, No. 1, pp. 162-171).

Nan, D., Lee, H., Kim, Y., & Kim, J. H. (2022). My video game console is so cool! A coolness theory-based model for intention to use video game consoles. Technological Forecasting and Social Change, 176, 121451.

Naraine, M. L. (2021). Actually, Esports is Sport: A REsponse to Parry's (2019) Misguided View. Sports Innovation Journal, 2, 33-44.

Nascimento, G., Ribeiro, M., Cerf, L., Cesário, N., Kaytoue, M., Raïssi, C., ... & Meira, W. (2014). Modeling and analyzing the video game live-streaming community. In 2014 9th Latin American Web Congress (pp. 1-9). IEEE.

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

Navarro Lucena, F. J., Anaya-Sanchez, R., Muñoz Leiva, F., & Molinillo-Jimenez, S. (2022). Análisis de los eSports en la Academia.

Naweed, A., Irwin, S. V., & Lastella, M. (2020). Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship'. Journal of Global Sport Management, 1-21.

Negueruela, A. (2015). "Mom, I Want to Be a Caster". In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 29–32). Norderstedt: Books on Demand GmbH.

Neri, F., Smeralda, C., Momi, D., Sprugnoli, G., Menardi, A., Ferrone, S., (...), Santarnecchi, E. (2021). Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame. Frontiers in Psychology, published…

Neus, F., Nimmermann, F., Wagner, K., & Schramm-Klein, H. (2019). Differences and Similarities in Motivation for Offline and Online eSports Event Consumption. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Newman, J. I., Xue, H., Watanabe, N. M., Yan, G., & McLeod, C. M. (2020). Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy. Communication & Sport, published online before print

Nguyen, Q. H., & Phan, H. (2016). E-sport Organization and Professional Gamers in Finland. Bachelor’s Thesis. Lahti University.

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The aim of this study is to examine the impact of actor engagement, defined as an actor’s voluntary contribution of resources that go beyond the actual transaction/exchange, on the business model concept in the context of the digital media industry.…

Niculaescu, C. E., Sangiorgi, I., & Bell, A. R. (2021). Venture Capital Financing in the Esports Industry. Available at SSRN: https://ssrn.com/abstract=3795142 or http://dx.doi.org/10.2139/ssrn.3795142

Nielsen, R. K. L., & Hanghøj, T. (2019). Esports Skills are People Skills. In L. Elbæk, G. Majgaard, A. Valente, & S. Khalid (Eds.), Proceedings of the 13th European Conference on Games-Based Learning (ECGBL-2019) (pp. 535-542). Academic Conferences…
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