Browse Items (1774 total)

Macey, J., & Hamari, J. (2018). Investigating Relationships Between Video Gaming, Spectating eSports, and Gambling. Computers in Human Behavior, 80, 344-353.

Macey J., Bujić M. (2022) The Talk of the Town: Community Perspectives on Loot Boxes. In: Ruotsalainen M., Törhönen M., Karhulahti VM. (eds) Modes of Esports Engagement in Overwatch. Palgrave Macmillan, Cham.

Macedoa T., Falcãob T. (2019). Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario. Entertainment Computing (34). Elsevier.

Macedo, T., & Fragoso, S. (2019). Geografias dos Esports: mediações espaciais da prática competitiva na Amazônia//Esports Geographies: Spatial Mediations of Competitive Practice in the Amazon. Logos, 26(2), 106-123.

Macedo, T., & Fragoso, S. (2019). Geografias dos Esports: mediações espaciais da prática competitiva na Amazônia (Esports Geographies: Spatial Mediations of Competitive Practice in the Amazon). Revista Logos, 26(2),…

Macedo, T., & Fragoso, S. (2021). Esports, espectáculo e materialidades: reflexoes sobre a prática profissional durante a pandemia de covid-19 (Esports, Spectacle and Materiality thoughts about the professional activity during the covid-19 pandemic).…

Macedo, T., & Falcão, T. (2019). Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario. In International Conference on Videogame Sciences and Arts (pp. 150-165). Springer, Cham.

Macedo, T., & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 246-267.

Macedo, T., & Falcão, T. (2020). Like a Pro: Communication, Camaraderie and Group Cohesion in the Amazonian eSports Scenario. Entertainment Computing, 34, 100354.

Macedo, T. & Falcão, T. (2019). Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario. In: Zagalo, N., Veloso, A., Costa, L., Mealha, Ó. (Eds.), Videogame Sciences and Arts. VJ 2019 (pp. 150-165),…

Macedo, T. & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 45, 246-267.

Macedo, T. (2019). Like a Pro: Dinâmicas Sociais do e-Sport na Amazônia. Programa de Pós-Graduação em Comunicação

Esports, espetáculo e materialidades: reflexões sobre a prática profissional
durante a pandemia de covid-19 (Esports, Spectacle and Materiality thoughts about the professional activity during the covid-19 pandemic) (2021) Macedo, M., Fragoso, S.…

Maass, S. (2010). Talk with Muhamed Jamil Eid. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 31–35). Norderstedt: Books on Demand GmbH.

Ma, X. (2022). Motivations for Mobile Esports Consumption under the Normalized COVID-19 Era in China.

Ma, S.-C., Byon, K. K., Jang, W., Ma, S.-M., & Huang, T.-N. (2021). Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types. Sustainability, 13, 4164.

MA, R., GUI, X., & KOU, Y. (2022). Esports Governance: An Analysis of Rule Enforcement in League of Legends.

Ma, H., Wu, Y., & Wu, X. (2013). Research on Essential Difference of E-sport and Online Game. Informatics and Management Science V, Lecture Notes in Electrical Engineering 208.

Tags:

M. Nicholson, C. McNulty, T. Pavey, D. Poulus, C. Thompson, R. Robergs, V. Kelly (2023). Quantifying Physical Activity and Self-Determination towards Exercise among Esports Players. Journal of Science and Medicine in Sport.

Lytle, C., Ramsey, P., Yeo, J., Dressen, T., Kang, D. H., Harger, B. B., & Hammer, J. (2020). Toward live streamed improvisational game experiences. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 148-159).

Luo, Y., Hutchinson, J., O’Connell, C., & Sha, Y. (2022). Reciprocal effects of esport participation and mental fatigue among Chinese undergraduate students using dynamic structural equation modeling.

Lukkari, A. (2022). Effects of Caffeine on Performance in Esports.

Luján, C. E. M. (2017). Ergonomics and Videogames: Habits, Diseases and Health Perception of Gamers. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 95–116). Norderstedt: Books on Demand GmbH.

Lu, Z. (2022). Forging a Link between Competitive Gaming, Sport and the Olympics: History and New Developments. The International Journal of the History of Sport, 1-19.

Lu, Z. (2016). From E-Heroin to E-Sports: The Development of Competitive Gaming in China. The International Journal of the History of Sport, 33(18), 2186-2206.

Lowood, H. Forthcoming. ‘Beyond the Game’: The Olympic Ideal and Competitive e-Sports. In D. Thomas & J. Fouts (Eds.), Play and Politics: Games, Civic Engagement, and Social Activism.

Lowood, H. (2007). It’s not Easy Being Green: Real-time Game Performance in Warcraft. In B. Arkins & T. Krzywinska (Eds.), Videogame/Player/Text (pp. 83-100), Manchester: Palgrave.

Low-Kam, C., C. Raïssi, M. Kaytoue, & Pei, J. (2013). Mining Statistically Significant Sequential Patterns. ICDM2013

Loures, T. C., Fernandes, G. L., Araújo, F. G., Martins, K. S., & de Melo, P. O. V. (2020). StinkyCheese: Chat-Based Model for Subscription Classification. In ChAT@ PKDD/ECML.

Lopez, J. (2016). Le développement de l’eSports confronté au cadre juridique actuel. Master’s Thesis. Université Paris 1 Sorbonne, Paris.

Tags: ,

Lopez, C., Pizzo, A. D., Gupta, K., Kennedy, H., & Funk, D. C. (2021). Corporate Growth Strategies in an Era of Digitalization: A Network Analysis of the National Basketball Association’s 2K League Sponsors. Journal of Business Research, 133,…

Lopez-Gonzalez, H., & Griffiths, M. (2016). Understanding the Convergence of Markets in Online Sports Betting. International Review for the Sociology of Sport, 53(7), 807–823.

Lopez Frias, F. J., & Perez Trivino, J. L. (2016). Will Robots Ever Play Sports. Sport, Ethics and Philosophy, 101, 67-8.

Lopez Frias, F. J. (2016). The Defining Components of the Cyborg: Cyborg-athletes, Fictional or Real? Sport, Ethics and Philosophy, 10(1), 97-111.

London, T. M., Crundwell, J., Eastley, M. B., Santiago, N., & Jenkins, J. (2019). Finding effective moderation practices on Twitch. Digital Ethics: Rhetoric and Responsibility in Online Aggression, 51-68.

Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of eSports as a Commercial Activity. Problems and Perspectives in Management, 16 (1), 207-213.

Löffler, D., Giron, L., & Hurtienne, J. (2017). Night mode, dark thoughts: Background color influences the perceived sentiment of chat messages. In IFIP Conference on Human-Computer Interaction (pp. 184-201). Springer, Cham.

Lo, C. C. W. Y. (2018). When all you have is a banhammer: the social and communicative work of Volunteer moderators (Doctoral dissertation, Massachusetts Institute of Technology).

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

Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sports, Ethics and Philosophy, 11(4), 464–476.

Liu. S., Claypool, M., Kuwahara, A., Scovell, J., & Sherman, J. (2021). Comparing the Effects of Network Latency versus Local Latency on Competitive First Person Shooter Game Players. EHPHCI '21, May 8, 2021, Virtual Conference.

Liu, Y. W., Lin, C. Y., & Huang, J. L. (2015, June). Live streaming channel recommendation using HITS algorithm. In 2015 IEEE International Conference on Consumer Electronics-Taiwan (pp. 118-119). IEEE.

Lipovaya, V., Lima, Y., Grillo, P., Barbosa, C. E., Souza, J. M., & Duarte, F. J. (2018). Coordination, Communication, and Competition in eSports: A Comparative Analysis of Teams in Two Action Games. In Proceedings of the 16th European Conference on…

Lipovaya, V. (2019). Esports: Opportunities for Future Ergonomic Studies. Advances in Intelligent Systems and Computing, 824, 1937–1948.

Lin, Z., & Zhao, Y. (2020). Self-enterprising eSports: Meritocracy, precarity, and disposability of eSports players in China. International Journal of Cultural Studies, 23(4), 582-599.

Lin, Z., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts, published online 19 Oct. 2021, https://doi.org/10.1080/02560046.2021.1986731.

Lin, Z., & Zhao, Y. (2020). Self-Enterprising eSports: Meritocracy, Precarity, and Disposability of eSports Players in China. International Journal of Cultural Studies, 23(4), 582-599.

Lin, X., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts

Lin, G. Y., Wang, Y. S., Wang, Y. M., & Lee, M. H. (2021). What drives people's intention toward live stream broadcasting. Online Information Review.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Lin, C. Y., & Chen, H. S. (2019). Personalized channel recommendation on live streaming platforms. Multimedia Tools and Applications, 78(2), 1999-2015.

Lim, S. H. (2018). Electronic Football Participation vs. Traditional Football Engagements in Korea. Research in Dance and Physical Education, 2(1), 1-15.

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.

Liaw, C. M., & Dai, B. R. (2020). Live Stream Highlight Detection Using Chat Messages. In 2020 21st IEEE International Conference on Mobile Data Management (MDM) (pp. 328-332). IEEE.

Li, Y., Kou, Y., Lee, J. S., & Kobsa, A. (2018). Tell me before you stream me: Managing information disclosure in video game live streaming. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-18.

Li, R. (2017). Good Luck Have Fun: The Rise of Esports. New York, NY: Skyhorse.

Tags:

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.

Li, L., Uttarapong, J., Freeman, G., & Wohn, D. Y. (2020). Spontaneous, Yet Studious: Esports Commentators’ Live Performance and Self-Presentation Practices. Proceedings of the ACM on Human-Computer Interaction, Article 103.

Li, J., Mishra, D., & Seneviratne, A. (2020). Network traffic classification using wifi sensing. In Symposium on Modelling, Analysis, and Simulation of Computer and Telecommunication Systems (pp. 48-61). Springer, Cham.

Leunens, S. (2009). The Antwerp eSports Festival: Bringing Electronic Sports to Belgium. VDM.

Leunens, S. (2010). A Year of Belgian eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 77–82). Norderstedt: Books on Demand GmbH.

Lessel, P., Vielhauer, A., & Krüger, A. (2017). CrowdChess: A System to Investigate Shared Game Control in Live-Streams. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 389-400).

Lessel, P., Vielhauer, A., & Krüger, A. (2017). Expanding video game live-streams with enhanced communication channels: A case study. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 1571-1576).

Lessel, P., Mauderer, M., Wolff, C., & Krüger, A. (2017). Let's play my way: Investigating audience influence in user-generated gaming live-streams. In Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online…

Lessel, P., Altmeyer, M., Hennemann, M., & Krüger, A. (2019). HedgewarsSGC: A Competitive Shared Game Control Setting. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Lessel, P., Altmeyer, M., & Krüger, A. (2018). Viewers' perception of elements used in game live-streams. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 59-68).

Lessel, P., & Altmeyer, M. (2017). Tabletop Game Meets Live-Streaming: Empowering the Audience.

Leonard, D. (2008). To the White Extreme in the Mainstream: Manhood and White Youth Culture in a Virtual Sports World. In M. D. Giardina & M. K. Donnelly (Eds.), Youth Culture and Sport (pp. 91-112). New York, NY: Routledge.

Leon, M., Hinojosa-Ramos, M. V., León-Lopez, A., Belli, S., López-Raventós, C., & Florez, H. (2022). eSports Events Trend: A Promising Opportunity for Tourism Offerings. Sustainability, 14(21), 13803.

Lelonek-Kuleta, B., & Bartczuk, R. P. (2021). Online Gambling Activity, Pay-to-Win Payments, Motivation to Gamble and Coping Strategies as Predictors of Gambling Disorder Among e-sports Bettors. Journal of Gambling Studies, published online 10 March…

Leith, A. P. (2021). Parasocial cues: The ubiquity of parasocial relationships on Twitch. Communication monographs, 88(1), 111-129.

Leis, O., Raue, C., Dreiskämper, D., & Lautenbach, F. (2021). To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports. German Journal of Exercise and Sport Research,…

Leis, O., Lautenbach, F., Birch, P. D., & Elbe, A. M. (2022). Stressors, associated responses, and coping strategies in professional esports players: A qualitative study. International Journal of Esports, 3(3).

Leis, O., Franziska, L., Birch, P. D., & Elbe, A. M. (2021). Stressors, perceived stress responses, and coping strategies in professional esports players: A qualitative study. International Journal of eSports.

Leis, O., & Lautenbach, F. (2020). Psychological and Physiological Stress in Non-Competitive and Competitive Esports Settings: A Systematic Review. Psychology of Sport & Exercise, 51, 1-14.

Leis, O. Stress (2022), Psychophysiology, and Performance in Esports: From the Relevance of Research to Intervention Strategies.

Lehnert, K., Walz, A. & Christianson, R. (2020). The Booming eSports Market: A Field Day for Fans. Journal of Business Strategy. Published online December 9 2020.

Leforestier, T. (2019). Difference between Brands’ and Charities’ Perception on the French Esport Scene. Master’s Thesis. Dublin Business School, Dublin.

Lefebvre, F., Djaballah, M., & Chanavat, N. (2020). The deployment of professional football clubs’ eSports strategies: a dynamic capabilities approach. European Sport Management Quarterly. Published online.

Lefebvre, F., Besombes, N., & Chanavat, N. (2024). Analysis of the interactions among core stakeholders of the Olympic media ecosystem: conditions for a value creation proposition of the Olympic Virtual Series. Journal of Media Business Studies,…

Lefebvre, F. (2020). Vietnamese League of Legends Professional eSports Teams Resources Allocation Processes Confront with Player Transfers: Building a Preliminary Framework Through Dynamic Capabilities. Proceedings of the 6th International Conference…

Lefebvre, F. (2016). Le développement de l’eSport en France permet-il la mise en place d’une dynamique de professionnalisation des acteurs de cette industrie économique ? Le cas des joueurs professionnels d’eSport. Master’s thesis. Université Paris…

Lee, Z. (2013). eSport Mastery: Inner-Mechanics. CreateSpace Independent Publishing Platform.

Lee, Y. H., Shin, W., & Cho, H. (2023). Factors influencing the intentions of people with disabilities to participate in e-sports: An application of the theory of planned behavior. International Journal of Sports Science & Coaching

Lee, S., Bonnar, D., Roane, B., Gradisar, M., Dunican, I. C., Lastella, M., Maisey, G., & Suh, S. (2021). Sleep Characteristics and Mood of Professional Esports
Athletes: A Multi-National Study. International Journal of Environmental Research and…

Lee, S., An, J., & Lee, J. (2014). The Relationship between E-Sports Viewing Motives and Satisfaction: The Case of League of Legends. In J. Strouhal (Ed.), Proceedings of International Conference on Business, Management & Corporate Social…

Lee, S.-S., Tan, W. P., Lin, H.-Y., Lin, C. W., & Teo, K. (2018). Discussion on the Consumers Motivation to Watch E-sports Game and the Follow-up Behaviors Intention.

Lee, J.-Y., An, J.-W., & Lee, S.-W. (2014). Factors Affecting eSports Audience Satisfaction – The Case of League of Legends. Journal of Korea Game Society, 14(3), 35–46.

Lee, J.-y. D., Chou, W.-h. W. (2021). Art Education in eSports: How to Incorporate Aesthetics Into the eSport Marketing Curriculum. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports…

Lee, J. S., & Steinkuehler, C. (2019). Esports as a Catalysator for Connected Learning: The North American Scholastic Esports Federation. XRDS, 25(4), 54-59.

Tags: ,

Lee, I., Kim, S., & Lee, B. (2019). Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York,…

Lee, D., & Schoenstedt, L. J. (2012). Comparison of eSports and Traditional Sports Consumption Motives. Journal of Research, 6(2), 39-44.

Lee, C. (n.d.). The Revolution of StarCraft Network Traffic.

Lee, B., Nancel, M., Kim, S., & Oulasvirta, A. (2020). AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing…

Lee, B., Kim, S., Oulasvirta, A., Lee, J.-I., & Park, E. (2018). Moving Target Selection: A Cue Integration Model. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA,…

Lee, B., & Oulasvirta, A. (2016). Modelling Error Rates in Temporal Pointing. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). Association for Computing Machinery, New York, NY, USA, 1857–1868.…

Lee, A. J. & Ko, J. M. (2005). The Current State and Development Plan of e-Sports Industry. Samsung Economic Research Institute.

Lee, A. J. (2005). E-Sports as a Growing Industry. Research Report. Seoul: Samsung Economic Research Institute.
Output Formats

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