Perceptions of Effective Training Practices in League of Legends: A Qualitative Exploration
Abbott, C., Watson, M., & Birch, P. (2023). Perceptions of Effective Training Practices in League of Legends: A Qualitative Exploration. Journal of Electronic Gaming and Esports, 1(1), jege.2022-0011. Retrieved Jul 6, 2025, from https://doi.org/10.1123/jege.2022-0011
Journal of Electronic Gaming and Esports
The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape
Ahn, J., Collis, W., & Jenny, S. (2020). The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/15/html
https://ijesports.org/article/15/html
The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor
American Journal of Play. (2020). The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor. American Journal of Play, 12(2), 107-116.
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture
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.
A qualitative study on Norwegian esports students' sleep, nutritional and physical activity habits and the link to health and performance
Baumann, A., Mentzoni, R. A., Erevik, E., & Pallesen, S. (2022). A qualitative study on Norwegian esports students’ sleep, nutritional and physical activity habits and the link to health and performance. International Journal of Esports
André Baumann, Rune Aune Mentzoni, Eilin Erevik, Ståle Pallesen
“It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities
Baltzar, P., Hassan, L., Turunen, M. (2023). “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities in Journal of Electronic Gaming and Esports.
Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique
Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.
Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade
Besombes, N. & Jenny, S. E. (2023). Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade. Palgrave Macmillan.
The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France
Besombes, N., & Jenny, S. E. (2022). The Truth about Esports during the Pandemic: Generalizable Economic Sustainability Lessons Learned in France. Jönköping University.
Esports Training, Periodization, and Software—A Scoping Review
Białecki, A. & Michalak, B, & Gajewski, J. (2024). Esports Training, Periodization, and Software—A Scoping Review. Applied Sciences. 14. 10.3390/app142210354.
Białecki, A. & Michalak, B, & Gajewski, J.
ESPORT: Electronic Sports Professionals Observations and Reflections on Training
Białecki, Andrzej & Xenopoulos, Peter & Dobrowolski, Pawel & Białecki, Robert & Gajewski, Jan. (2024). ESPORT: Electronic Sports Professionals Observations and Reflections on Training. Physical Culture and Sport Studies and Research. 10.2478/pcssr-2024-0021.
Białecki, A., Xenopoulos, P., Dobrowolski, P., Białecki, R., Gajewski, J.
Physical Culture and Sport. Studies and Research
Transitioning From Traditional Sport to Esport: Exploring Sport Psychology Practitioners’ Experiences
Brain, J., Quartiroli, A., & Wagstaff, C. R. (2024). Transitioning From Traditional Sport to Esport: Exploring Sport Psychology Practitioners’ Experiences. The Sport Psychologist (published online ahead of print 2024). https://doi.org/10.1123/tsp.2024-0074
Brain, J., Quartiroli, A., & Wagstaff, C. R.
“Starting from scratch to looking really clean and professional”: how students’ productive labor legitimizes collegiate esports
This article analyzes the relationship between student productive labor, or the creation of media content like podcasts or graphic designs, and the institutionalization of collegiate esports. Through 19 semi-structured interviews with students and professionals involved in different areas around collegiate esports, we found that students’ productive labor was a key force in the institutionalization of collegiate esports that generated value for university institutions, the collegiate esports program, and themselves. Student journalists, shoutcasters, and graphic designers perform immaterial labor (Lazzarato, M., 1996 Immaterial labour. Radical thought in Italy: A potential politics, 133–47) that combines technical expertise and familiarity with esports cultural norms to produce content for their university programs. Students reported their excitement to pursue careers throughout the esports industry while acknowledging the stiff competition and precarious nature of employment, resonating with Bulut’s (2020, A precarious game: The illusion of dream jobs in the video game industry) discussion of ludopolitics to examine who can play games versus who can work in the game industry. The article thus addresses the benefits, and risks, inherent in colleges’ reliance on student labor to structure and promote their nascent esports programs.
Brandon C. Harris, Jared Hansen, Onder Can, Md Waseq Ur Rahman, Maxwell Foxman, Amanda C. Cote & Tara Fickle
Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch
Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In DIS2020, July 06-10, Eindhoven, Netherlands.
Designing for Disability: Evaluating the State of Accessibility Design in Video Games
Brown, M., & Anderson, S. L. (2021). Designing for Disability: Evaluating the State of Accessibility Design in Video Games. Games and Culture, 16(6), 702-718.
Coaching and talent development in esports: a theoretical framework and suggestions for future research
Bubna K, Trotter MG, Watson M and Polman R (2023) Coaching and talent development in esports: a theoretical framework and suggestions for future research. Front. Psychol. 14:1191801. doi: 10.3389/fpsyg.2023.1191801
Bubna K, Trotter MG, Watson M and Polman R.
Esports Coaching: Applying a Constraints-Led Approach to Develop Team Coordination and Communication
Bubna, Kabir & Trotter, Michael & Watson, Matthew. (2024). Esports Coaching: Applying a Constraints-Led Approach to Develop Team Coordination and Communication. Case Studies in Sport and Exercise Psychology. 8. S1-9. 10.1123/cssep.2023-0022.
Case Studies in Sport and Exercise Psychology
The eSports Trojan Horse: Twitch and Streaming Futures
Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).
Future design of accessibility in games: A design vocabulary
Cairns, P., Power, C., Barlet, M., Haynes, G. (2019). Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies.
Cairns, P., Power, C., Barlet, M., Haynes, G.
International Journal of Human-Computer Studies
Charting the Scientific Landscape of Esports
Charting the scientific landscape of esports, Castro, Leonardo C., 2024, idrottsforum.org
Game on: A cross-sectional study on gamers’ mental health, Game patterns, physical activity, eating and sleeping habits
Catarina N. Matias, Joana Cardoso, Margarida L. Cavaca, Sofia Cardoso, Rita Giro, João Vaz, Pedro A. Couto, Artemisa Rocha Dores, Tiago B. Ferreira, G.M. Tinsley, Filipe J. Teixeira (2023). Game on: A cross-sectional study on gamers’ mental health, Game patterns, physical activity, eating and sleeping habits. Elsevier.
Catarina N. Matias, Joana Cardoso, Margarida L. Cavaca, Sofia Cardoso, Rita Giro, João Vaz, Pedro A. Couto, Artemisa Rocha Dores, Tiago B. Ferreira, G.M. Tinsley, Filipe J. Teixeira
Promoting Within Sport: An Exploration of Creativity in Traditional, Extreme and Esports Contexts
Devereux, L., Raggiotto, F., Scarpi, D. and Moretti, A. (2021). Promoting Within Sport: An Exploration of Creativity in Traditional, Extreme and Esports Contexts. In: Pantano, E. (Ed.), Creativity and Marketing: The Fuel for Success (pp. 19-32). Bingley, Emerald.
Devereux, L., Raggiotto, F., Scarpi, D., Moretti, A.
On the necessity for biomechanics research in esports
Dupuy, A., Campbell, M. J., Harrison, A. J., & Toth, A. J. (2024). On the necessity for biomechanics research in esports. Sports Biomechanics, 1–13. https://doi.org/10.1080/14763141.2024.2354440
Dupuy, A., Campbell, M. J., Harrison, A. J., & Toth, A. J.
MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY
Filotrani, L. (2023). MAINSTREAM MEDIA COVERAGE (UK) OF ESPORTS TOURNAMENT THE ‘EPREMIER LEAGUE’ FINALS 2019 AND 2021. A MIXED-METHODS STUDY. PhD Thesis London South Bank University School of Arts and Creative Industries https://doi.org/10.18744/lsbu.95qyq
The “big red bull” in the esports room: Anti-doping, esports, and energy drink
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 relate to esports organizations’ partnership with energy-drink companies. First, I briefly explain the creation and development of anti-doping policies in esports. Subsequently, I identify the theoretical foundations of such policies. Then, I expound how the commercial partnership between esports organizations and the energy-drink industry may impact esports anti-doping theoretical underpinnings. I conclude by critiquing this partnership.
https://www.journals.elsevier.com/performance-enhancement-and-health
Coordinating teamplay using named locations in a multilingual game environment - Playing esports in an educational context
This study investigates the video game play of a multiplayer firstperson shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all Finnish-Swedish bilinguals who are proficient in English. The study focuses on the action of providing callouts, which are coordinated English words that refer to specific in-game locations and, when provided, point to opponents’ locations. The aim is to investigate how participants employ callouts as part of their in-game interaction and teamplay, and what they orient to as ‘callout competence’. With a greater understanding of the social organisation of the multilingual game environment and actions, such as callouts, we can better understand the affordances for collaborative and multilingual learning that games can provide for education. Callout competence appears to align with skills and knowledge that may be transferrable into the educational setting; that is, the components that are part of callout competence require collaborative skills and multilingual competence. These skills are part of what makes the teamwork work, as well as an inherent part of activities in an esports education programme that has broadened the classroom to encompass esports game play outside of the classrooms.
To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers
Gandolfi, E. (2016). To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers, Plays and Audiences. Journal of Gaming & Virtual Worlds, 8(1), 63-82.
Esports and Streaming: Twitch Literacies
Gerber, H. R. (2017). Esports and Streaming: Twitch Literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345.
Understanding the What and How of Successful Social Live Streaming
Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.
Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J.
What is eSports and Why do People Watch it?
Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.
Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media
Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.
Hamilton, W., Garretson, O., & Kerne, A.
The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions
Hattingh, W., Van den Berg, L. and Bevan-Dye, A. (2023). The “why” behind generation Y amateur gamers' ongoing eSports gameplay intentions. Emerald Publishing.
Hattingh, W., Van den Berg, L. and Bevan-Dye, A.
eSports: the need for a structured support system for players
This study investigates the roles and responsibilities of eSports stakeholders in ensuring eSports players’ health and wellbeing through the following research questions: (1) What are the roles and responsibilities of different stakeholders in helping ensure eSports players’ mental and physical health?; and (2) What are stakeholders’ perspectives on criticisms which may affect players’ health and wellbeing as well as the quality of their careers?
Informa UK Limited, trading as Taylor & Francis Group
Social Motivations of Live-streaming Viewer Engagement on Twitch
Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.
Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J.
Nationalism in a Virtual World: A League of Legends Case Study
Ho, S. (2019). Nationalism in a Virtual World: A League of Legends Case Study. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 74–96). Norderstedt: Books on Demand GmbH.
A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence
Ho, W.K., Sum, K.W.R. & Tang, D. A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence. Curr Psychol (2024). https://doi.org/10.1007/s12144-024-05997-4
Les impacts des programmes de sports électroniques sur les joueurs (The impact of Esports programs on players)
Les impacts des programmes de sports électroniques sur les joueurs (The impact of Esports programs on players). (2025). Huard Pelletier, V., Chapleau, E., St-Amand-Tellier, B., Tétreau, C.
Huard Pelletier, V., Chapleau, E., St-Amand-Tellier, B., Tétreau, C.
Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast
Jang, W. W., Byon, K. K., Baker, T. A., & Tsuji, Y. (2020). Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast, Sport, Business and Management, published online before print.
Jang, W. W., Byon, K. K., Baker, T. A., & Tsuji, Y.
Jenny, S. E. (2022). Track chair: Esports and education. Jönköping University.
A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction.
Jenny, S. E., & Pastore, R. (2023). A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction. Elsevier.
Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention
Jenny, S. E., Chung, J., & Krause, J. M. (2022). Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention. Creative Commons.
Jenny, S. E., Chung, J., & Krause, J. M.
Current Landscape of Higher Education Performance and Health-Related Esports Academic Programming
Jenny, S. E., Gawrysiak, J., & Besombes, N. (2021). Current Landscape of Higher Education Performance and Health-Related Esports Academic Programming. Association for Computing Machinery.
Jenny, S. E., Gawrysiak, J., & Besombes, N.
eSports Venues: A New Sport Business Opportunity
Jenny, S. E., Keiper, M. C., ^Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues: A New Sport Business Opportunity. Journal of Applied Sport Management.
Jenny, S. E., Keiper, M. C., ^Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M.
Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy
Jenny, S. E., Krause, J. M., & Armstrong, T. (2021). Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy. Human Kinetics
Jenny, S. E., Krause, J. M., & Armstrong, T.
Esports.edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula
Jenny, S., Gawrysiak, J., & Besombes, N. (2021). Esports.edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula. International Journal of Esports.
Jenny, S., Gawrysiak, J., & Besombes, N.
Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming
Johnson, M. R., & Woodcock, J. (2017). Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming. Thesis 11, 138(1), 26–45.
‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv
Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv. Information, Communication and Society, 22(3), 336-351.
The examination of relationship between e-sports players’ the athlete identities and effective communication levels
Karakuş, K. (2022). The examination of relationship between e-sports players’ the athlete identities and effective communication levels. Mediterranean Journal of Sport Science, 5(2), 241-253. DOI: 10.38021/asbid.1117316
The examination of the commitment to sports and athlete sleep behaviour of esports players
Karakuş, K., Cevahircioğlu, B., Apaydın, N. (2021). The examination of the commitment to sports and athlete sleep behaviour of esports players. The Journal of International Anatolia Sport Science, 6(3), 50-64. DOI: 10.5505/jiasscience.2022.25744
Karakuş, K., Cevahircioğlu, B., Apaydın, N.
The Journal of International Anatolia Sport Science
Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming
Karhulahti, V.-M. (2016). Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming. In Proceedings of the First International Joint Conference of DiGRA and FDG, 1–5 August 2016. Dundee, Scotland: Digital Games Research Association and Society for the Advancement of the Science of Digital Games.
Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities
Kartal, M. (2023). Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports and Health Sciences.
International Journal of Disabilities Sports and Health Sciences
Career Opportunities and Threats in Esports
Kartal, M. (2023). Career Opportunities and Threats in Esports.Mediterranean Journal of Sport Science (MJSS).
Mediterranean Journal of Sport Science (MJSS)
Kegelaers J, Trotter MG, Watson M, Pedraza-Ramirez I, Bonilla I, Wylleman P, Mairesse O and Van Heel M (2024) Promoting mental health in esports. Front. Psychol. 15:1342220. doi: 10.3389/fpsyg.2024.1342220
Kegelaers J, Trotter MG, Watson M, Pedraza-Ramirez I, Bonilla I, Wylleman P, Mairesse O and Van Heel M.
The Key to Key Presses: eSports Game Input Streaming and Copyright Protection
Kelly, S. M., & Sigmon, K. A. (2018). The Key to Key Presses: eSports Game Input Streaming and Copyright Protection. Interact Entertain Law Review, 1(1), 2–16.
Spectator E-sport and Well-being through Live Streaming Services
Kim, J., & Kim. M. (2020). Spectator E-sport and Well-being through Live Streaming Services. Technology in Society, 63.
Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt.
Klose, S., Schöber, T. (2023). Marketing im E-Sport. Das 4C Framework und Optionen zur Vermarktung in der Welt. Meyer & Meyer Verlag.
Why am I Watching? Capturing the Interplay of Social and Technological Aspects of Online Live Streaming
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. Proceedings of the 4th International GamiFIN Conference 2020, 199-209.
Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B.
Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs
Krause, J. M., & Jenny, S. E. (2023). Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs. Sagamore Publishing.
Factors influencing the intentions of people with disabilities to participate in e-sports: An application of the theory of planned behavior
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
International Journal of Sports Science & Coaching
Analysis of the interactions among core stakeholders of the Olympic media ecosystem: conditions for a value creation proposition of the Olympic Virtual Series
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, 1–24. https://doi.org/10.1080/16522354.2024.2335710
Lefebvre, F., Besombes, N., & Chanavat, N.
Quantifying Physical Activity and Self-Determination towards Exercise among Esports Players
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.
M. Nicholson, C. McNulty, T. Pavey, D. Poulus, C. Thompson, R. Robergs, V. Kelly
Journal of Science and Medicine in Sport
Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types
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, S.-C., Byon, K. K., Jang, W., Ma, S.-M., & Huang, T.-N.
Psychological Predictors of Long-term Esports Success: A Registered Report
Martončik, M., Karhulahti, V., Jin, Y., Adamkovič, M. Psychological Predictors of Long-term Esports Success: A Registered Report. Collabra: Psychology 16 January 2024; 10 (1): 117677. doi: https://doi.org/10.1525/collabra.117677
Martončik, M., Karhulahti, V., Jin, Y., Adamkovič, M.
Does Streaming Esports Affect Players’ Behavior and Performance
Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.
Physical Exercise and Performance in Esports Players: An Initial Systematic Review
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.
McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M.
The Impact of Actor Engagement on the Business Models of Video Game Developers
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. Based on a literature review, the authors develop propositions about the influence of actor engagement on three elements of a company’s business model: value proposition, creation, and capture. The engagement of actors makes it possible for companies to gain access to certain resources, which fosters the development of new or the improvement of existing offerings, resources, activities, revenue models, etc. In a qualitative case study, the authors examine the business model of Blizzard Entertainment, Inc., a global developer of video game content, with a focus on the online video game service World of Warcraft. The results show that actor engagement led to several modifications in the company’s business model, affecting the three business model elements, and is thus considered a relevant driver of changes in a video game developer’s business model. This study contributes to the literature as it clarifies the meaning and relevance of actor engagement in media management. In addition, it offers practical insights into actor engagement and its business consequences.
International Journal on Media Management
Nothelfer, N., & Seth E. Jenny, Seth E. & Besombes, N. (2024). Defining and Spelling Esports. Routledge Handbook of Esports, 6-18.
Nothelfer, N., & Seth E. Jenny, Seth E. & Besombes, N.
Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms
Partin, W. C. (2020). Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms. Social Media + Society, 6(3). 1-12
Literacies at Play: Digital-age literacies in high school esports
Pérez Cortés, L. E. (2024). Literacies at play: Digital-age literacies in high school esports. In Literacies of the Esports Ecosystem (pp. 11–66). Brill.
Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use
Postel, C. (2016). Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use. Hastings Law Journal, 68, 1169.
Let’s Watch Live Streaming: How Streamer Credibility Influences Brand Attitude in Esports Streamer Marketing
This study explores if and how perceived Esports streamer credibility influences the audience’s attitude toward the brand endorsed by the streamer. Results from a survey conducted with US adults (N = 277) show the significant and positive relationship between streamer credibility and brand attitude while identifying parasocial relationships and streamer loyalty as two factors mediating the impact of streamer credibility on brand attitude. Structural equation modeling analysis is used to reveal how perceived expertise and trustworthiness of an Esports streamer affect viewer attitudes toward the promoted brands, with theoretical and practical implications outlined.
Qingru Xu, Hanyoung Kim and Andrew C. Billings
https://journals.sagepub.com/home/com
Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China
Recktenwald, D., & Yiwei, D. (2016). Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China. In Proceedings of 3rd Annual Chinese DIGRA Conference.
Entering Cheat Codes or to Play True: Where is Anti-Doping going within Esports?
Richardson, A. (2024). Entering Cheat Codes or to Play True: Where is Anti-Doping going within Esports? . International Journal of Esports, 1(1). Retrieved from https://www.ijesports.org/article/144/html
Perceptions of Cheating and Doping in E-Cycling
Richardson, A., Berger, N. and Smith, P. (2023). Perceptions of Cheating and Doping in E-Cycling.
Richardson, A., Berger, N. and Smith, P.
Zwift’s anti–doping policy: Is it open to cheating?
Richardson, A., Smith, P. and Berger, N. (2022). Zwift’s anti–doping policy: Is it open to cheating? International Journal of Esports.
Richardson, A., Smith, P. and Berger, N.
Issues and Threats to the Integrity of Esports
Richardson, A., Tjønndal, A., Demetrovics, Z., & Bates, G. (2024). Issues and threats to the integrity of esports. Performance Enhancement & Health, 12(3), 100297. doi:10.1016/j.peh.2024.100297
Richardson, A., Tjønndal, A., Demetrovics, Z., & Bates, G.
Chapter 31: Corporate social (ir-)responsibility - CSR in esports: a strategic bridge to sport for development?
Rintämaki, J., Jane Hayday, E., & Loat, R. (2023). "Chapter 31: Corporate social (ir-)responsibility - CSR in esports: a strategic bridge to sport for development?". In Handbook of Sport and International Development. Cheltenham, UK: Edward Elgar Publishing. Retrieved Apr 18, 2024, from https://doi.org/10.4337/9781800378926.00041
Exploring the Embodied Experience of Disabilities in eSports: A Study on First Person Shooters
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eSports: How Do Video Game Aspects Define Competitive Gaming Streams and Spectatorship
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