Browse Items (1723 total)

Giakoni, F., López, M., Segado, F., Manzanares, A., & Mínguez, J. (2022). An implicit research methodology to evaluate advertising effectiveness in Esports streaming based on viewers’ gaze, cognitive and emotional responses. SPORT TK-Revista…

Lai, W., Wang, W., & Li, F. (2022). The Impact of eSports Performance and Social Interaction on eSports Online Viewership and Viewer Experience.

Black, W. L., & Gray, K. L. (2022). Using Esports to Amplify Historically Black Colleges and Universities: Shifting the Narrative. In Understanding Collegiate Esports (pp. 21-32). Routledge.

Wearing, J. (2022). Online toxicity as violence in esports: a League of Legends case study (Doctoral dissertation, Macquarie University).

Hoffman, J. L., Pauketat, R., & Varzeas, K. A. (Eds.). (2022). Understanding Collegiate Esports: A Practitioner’s Guide to Developing Community and Competition. Taylor & Francis.

Kim, J., & Hwang, O. C. (2022). A study on the popularization of eSports: Focusing on the Awareness of Korean eSports Users and Policy. e 스포츠 연구: 한국 e 스포츠학회지, 4(2), 93-105.

Ferreira, R. G. S. S. (2022). The impact of esports sponsorship on shareholder wealth: an event study (Doctoral dissertation).

Zaib Abbasi, A., Alqahtani, N., Tsiotsou, R. H., Rehman, U., & Hooi Ting, D. (2023). Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement.

Derval, D. (2022). Sense of Motion, eSports, and the Future of Entertainment. In The Right Sensory Mix (pp. 159-182). Springer, Berlin, Heidelberg.

Freitas, B. D. A., & Contreras-Espinosa, R. S. (2022). 6 How the Negative Public View of Videogames Threatens Esports Sponsors. Esports and the Media, 85.

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

Cho, Y., Cohen, E. S., Freund, A. E., Yip, J., & Lee, J. H. (2022). Coaching in Esports: Promoting Well-Being and Performance. In Understanding Collegiate Esports (pp. 68-77). Routledge.

Ryška, J. (2022). Development and Forecast of Esports Industry.

Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C. (2022). The Social Media Impact of Esports: The Case of Esports on Facebook. In Esports and the Media (pp. 19-32). Routledge.

Argilés, M., Quevedo-Junyent, L., & Erickson, G. (2022). Topical Review: Optometric Considerations in Sports Versus E-Sports. Perceptual and Motor Skills, 00315125211073401.

Yu, W. B., Beres, N. A., Robinson, R. B., Klarkowski, M., & Mirza-Babaei, P. (2022, April). Exploring Esports Spectator Motivations. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-6).

Anshari, F., Evangelina, J., & Abbabil, S. U. (2022). Commodifiaction Of Workers On Esports Athletes In Digital Sports Industry. Jurnal Komunikasi, 14(2), 277-298.

Sakamoto, T. (2022). Phenomenological Critique of the esports Experience: Focusing on Similarities with Drone Weapons. International Journal of Sport and Health Science, 202141.

Webb, M. D. (2022). History and Effectiveness of Sponsorships in Esports. The Park Place Economist, 29(1), 9.

Jonasson, K., Nelson, A., & Svensson, M. (2022). Esports, Higher Ed. and Young People with Disabilities. In ERNC22, Esport Research Network Conference, Jönköping, Sweden, November 21-23, 2022.

Sabtan, B. A. (2022). Human Factors in Esports: Investigating performance measures, coaching practices, and stress training in League of Legends (Doctoral dissertation, University of Waterloo).

Wongkar, M., Kindangen, P., & Gunawan, E. (2022). EXPLORING IMPULSIVE BUYING OF ESPORT PLAYER AMONG SAM RATULANGI UNIVERSITY STUDENTS. Jurnal EMBA: Jurnal Riset Ekonomi, Manajemen, Bisnis dan Akuntansi, 10(4), 705-716.

Bai, D., Chen, L., Wang, Y., & Guan, G. (2022). Esports Industry, Video Game Industry and Economic Growth: An Empirical Research in China. Video Game Industry and Economic Growth: An Empirical Research in China (April 3, 2022).

Wolf, C., & Krämer, F. (2022). Women in Esports: A Qualitative Study on Shared Experiences of Women in the Esports Industry.

Wang, Z. (2022). The electric brain: new intelligent agents in esports.

Trotter, M. G. (2022). Health and psychological factors associated with in-game rank, and positive youth development in esports (Doctoral dissertation, Queensland University of Technology).

Wong, J. A. (2022). APRU 2021 Competition-2nd Prize for Health and Wellness in Esports. International Journal of Esports, 2(2).

Felczak, M. (2022). Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events. In Video Games and Comedy (pp. 233-250). Palgrave Macmillan, Cham.

Gargallo Serrano, E. (2022). Traditional sports organizations’ expansion to eSports.

Machado, S., Sant’Ana, L. D. O., Travassos, B., & Monteiro, D. (2022). Anodal Transcranial Direct Current Stimulation Reduces Competitive Anxiety and Modulates Heart Rate Variability in an eSports Player. Clinical Practice and Epidemiology in Mental…

Polat, V., & Şenbiçer, Ş. (2022). Esports Business and Cyberbullying: Risks and Precautions. In Handbook of Research on Digital Citizenship and Management During Crises (pp. 94-115). IGI Global.

Sousa, B. A. M. (2022). Esports Penetration in the Global Market-Insertion in education sector.

Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M. (2022). “Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports. Frontiers in Sports and Active Living, 4.

Cardoso, A., & Almeida, V. (2022). The Virtual Meets the Real in Sports World: Is There a Circular Effect Between Traditional Sports and eSports Fan Identification?. Brazilian Business Review.

Tjønndal, A., Wågan, F. A., & Røsten, S. (2022). Social issues in esports: Current and emerging trends in research. Social Issues in Esports, 11-28.

Li, M., & Xiong, H. (2022). Virtual identities and women’s empowerment: the implication of the rise of female esports fans in China. Sport in Society, 1-23.

Zyza, J. (2022). Esports Fans as Players and Their Motivations to Spectate Esports: Case of League of Legends.

Stringfield, J. (2022). Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies.

Hisatsune, K., Otsuki, T., Hagiwara, G., Isogai, H., & Yamakawa, T. (2022). Heart Rate Variability Indices May Change Accompanying Cognitive Skills Improvement in eSports Tasks. Journal of Digital Life, 2.

González, P. (2022). Prediction of mental strength from the satisfaction of basic needs in CABA and GBA esports players. Interacciones, e261-e261.

Nufer, G., & Mariot, D. (2022). Branding in eSports: An Empirical Analysis of the Specifics of Public Relations Compared to Traditional Sports. IUP Journal of Brand Management, 19(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.

Bonnevie, E., Paczkowski, M. M., Barth, C., Janzen, T., Wartella, E., & Smyser, J. (2022). A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative. NEJM Catalyst…


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

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

Białecki, A., Białecki, R., & Gajewski, J. (2022). Redefining Sports: Esports, Environments, Signals and Functions. International Journal of Electronics and Telecommunications, 68(3).

Hesketh, J. M. (2022). Learning Team-Based Esport Games: Success Factors in Learning from Spectating (Doctoral dissertation, University of York).

Walton, D. R. (2022). Is Esport a Good Fit? An Analysis of Sport Consumer Evaluations (Doctoral dissertation, The Ohio State University).

Castellin, C. (2022). Esport bar in Finland: a feasibility study.

Dinansyah, F., Tjokrodinata, C., & Bangun, C. R. A. (2022). The Role of Esports Organisations in Accessibility for Disability Players. Ultimacomm: Jurnal Ilmu Komunikasi, 14(1), 67-79.

Zhang, S., Liu, W., Han, W., Xie, J., & Sun, M. (2022). Influence mechanism of tourists' impulsive behavior in E-sports tourism: Mediating role of arousal. Tourism Management Perspectives, 44, 101032.

Xenopoulos, P., Freeman, W. R., & Silva, C. (2022, April). Analyzing the Differences between Professional and Amateur Esports through Win Probability. In Proceedings of the ACM Web Conference 2022 (pp. 3418-3427).

Ringer, C., Nicolaou, M. A., & Walker, J. A. (2022). Autohighlight: Highlight detection in League of Legends esports broadcasts via crowd-sourced data. Machine Learning with Applications, 100338.

Swettenham, L., & Whitehead, A. (2022). Working in Esports: Developing Team Cohesion. Case Studies in Sport and Exercise Psychology, 6(1), 36-44.

Mariano, J. S., & Cordova, S. G. V. (2022). E-Sports online learning module amidst COVID-19 Pandemic. Interactive Learning Environments, 1-10.

Özsungur, F. (2022). eSports and eSocial Work. In Handbook of Research on Digital Violence and Discrimination Studies (pp. 1-20). IGI Global.

Balakina, D., Serada, A., & Schott, G. (2022, November). From the Cradle to Battle: What Shapes the Careers of Female CS: GO Esports Players. In Proceedings of the 25th International Academic Mindtrek Conference (pp. 41-52).

Pusponugroho, H., Setyanto, A., & Hartanto, A. D. (2022, November). Predict the victory of the Freefire Esport Master League tournament using Naïve Bayes. In AIP Conference Proceedings (Vol. 2658, No. 1, p. 090004). AIP Publishing LLC.

González-Moreno, S. E., Palma-Ruiz, J. M., & Caro-Lazos, L. E. (2022). Marketing Strategies for Esports. In Esports and the Media (pp. 52-68). Routledge.

Felczak, M. (2022). Systemic issues with narratives of identity: Toxicity and esports media professionals. Convergence, 13548565221138761.

Di Virgilio, F., Soliman, M., Anwar ul Haq, M., & Fantini, S. (2022). Analysing Users’ Engagement with eSports Team: Does Covid-19 Matter?. In HR Analytics and Digital HR Practices (pp. 243-271). Palgrave Macmillan, Singapore.

Hayday, E., Collison-Randall, H., & Kelly, S. (2022). Esports Insights. Routledge.


Chen, Z., & Bu, X. (2022). A Grounded Theory Construction of the eSports Endogenous Drive Model. Journal of Environmental and Public Health, 2022.

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Black Jr, W. L. (2022). An Exploration of Varsity Esport College Athletes’ Social Experiences in Higher Education (Doctoral dissertation, University of Kansas).

Tjønndal, A. (Ed.). (2022). Social Issues in Esports. Taylor & Francis.

Sabtan, B., Cao, S., & Paul, N. (2022). Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches. Entertainment Computing, 42, 100481.

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.

Schmidt, S. C. E., Sell, S., & Woll, A. (2022). The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study. Interactive Journal of Medical Research, 11(2), e25886.

Zhang, Y., & Liu, R. (2022, March). Economic Sources behind the Esports Industry. In 2022 7th International Conference on Financial Innovation and Economic Development (ICFIED 2022) (pp. 643-648). Atlantis Press.

Abanazir, C. (2022). The Olympic Movement and esports governance: Finding the right way of cooperating for diversity, equity, and inclusion. In Social Issues in Esports (pp. 148-162). Routledge.

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,…

Hong, J. C., Juan, H. C., & Hung, W. C. (2022). The role of family intimacy in playing collaborative e-sports with a Switch device to predict the experience of flow and anxiety during COVID-19 lockdown. Computers in Human Behavior, 132, 107244.

Bisberg, A. J., & Ferrara, E. (2022, August). GCN-WP–Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports. In 2022 IEEE Conference on Games (CoG) (pp. 449-456). IEEE.

Kriglstein, S., Martin-Niedecken, A. L., Spjut, J., Damen, N. B., Türkay, S., & Drachen, A. (2022). Esports meets human-computer interaction. Interactions, 29(3), 42-47.

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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.

Wang, Z., & Yoshinaga, N. (2022). Esports Data-to-commentary Generation on Large-scale Data-to-text Dataset. arXiv preprint arXiv:2212.10935.

Schöber, T., & Stadtmann, G. (2022). The dark side of e-sports–An analysis of cheating, doping & match-fixing activities and their countermeasures. International Journal of Esports, 2(2).

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.

Kovács, J. M., & Szabó, Á. (2022). Esport and simracing markets–The effects of COVID-19, difficulties and opportunities. Society and Economy, 1-17.

Ramella-Zampa, B., Carbone, G. A., Panno, A., Santos, M., Imperatori, C., Budde, H., ... & Machado, S. (2022). Understanding and conceptualizing eSports among behavioural addictions: a brief overview of the literature. Emerging Trends in Drugs,…

Guo, Z., Cahalane, M., & Carbonie, A. (2022). Online gaming with a purpose: exploring positive personal development achieved through esports play. Behaviour & Information Technology, 1-23.

Tjønndal, A. (2022). Introduction to social issues in esports. In Social Issues in Esports (pp. 3-10). Routledge.

Sjoberg, E., & Wilner, R. (2022). The representation of women in Hearthstone esports. In Social Issues in Esports (pp. 31-45). Routledge.

Mao, E. (2022). The effectiveness of event marketing in an attention economy: Findings from Twitch live-stream esports tournament events. Journal of Media Economics, 34(3), 194-211.

Lim, C. N., Goh, Y. N., Isa, S. M., Thurasamy, R., & Suki, N. M. (2022). A Bibliometric Review on Esports Participation: View from Malaysia. Journal of Entrepreneurship, Business and Economics, 10(2), 139-171.

Boudaoud, B., Spjut, J., & Kim, J. (2022). FirstPersonScience: An Open Source Tool for Studying FPS Esports Aiming. In ACM SIGGRAPH 2022 Talks (pp. 1-2).

Xenopoulos, P., & Silva, C. (2022). ESTA: An Esports Trajectory and Action Dataset. arXiv preprint arXiv:2209.09861.

DeArmond, M. C., Shelton, B. E., & Hsu, Y. C. (2022). The Gap Between Korean Esports and Educational Gaming. International Journal of Game-Based Learning (IJGBL), 12(1), 1-12.

Bonny, J. W. (2022). Using Collective Metrics to Assess Team Dynamics and Performance in eSports. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 14(1), 1-13.

Šutalo, I. (2022). Vođenje projekata u esport industriji (Doctoral dissertation, University of Zagreb. Faculty of Economics and Business. Department of Informatics).

Zhu, Y., Yin, J., Yang, Z., & Cheng, Z. (2022). City Network and Industry Evolution: Case of the Esports Industry in the Yangtze River Delta, China. Journal of Urban Planning and Development, 148(3), 04022028.

Schubert, M., Eing, F., & Könecke, T. (2022). Perceptions of professional esports players on performance-enhancing substances. Performance Enhancement & Health, 10(4), 100236.

Piggott, L., Tjønndal, A., & Hovden, J. (2022). Leadership and gender inclusion in esports organisations. In Social Issues in Esports (pp. 46-64). Routledge.

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.

Schrör, S., Müller, F., & Schädlich, F. (2022, October). Überwachen und Strafen im eSport: Eine juristische und soziologische Perspektive auf Valves Overwatch-Verfahren. In Entscheidungsträger im Internet (pp. 45-74). Nomos Verlagsgesellschaft mbH &…

Kugler, L. (2022). How AI is driving the esports boom. Communications of the ACM, 65(9), 17-18.

Qian, T. Y., Matz, R., Luo, L., & Xu, C. (2022). Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports. Journal of Business Research, 145, 482-494.

Birant, K. U. (2022). Multi‐view rank‐based random forest: A new algorithm for prediction in eSports. Expert Systems, 39(2), e12857.
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