‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’the game.
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A Polymorphic Approach to Esports Betting
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Definitionen und Diskussion: Sport, Gaming und E-Sport
Schöber, T. (2021, April 30). Definitionen und Diskussion: Sport, Gaming und E-Sport. Retrieved from https://www.paidia.de/definitionen-und-diskussion-sport-gaming-und-e-sport/
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eSports: Historical Review, Current State, and Future Challenges
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Impact Activation Improves Rapid Button Pressing
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Literacies at Play: Digital-Age Literacies in High School Esports
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Novel Approach to Predicting Live-Stream Subscribers
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Yang, Y. C., Lee, Y. H., Lee, S. H., & Chang, S.
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The examination of relationship between e-sports players’ the athlete identities and effective communication levels
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The Invisible Game: Mindset of a Winning Team
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CreateSpace Independent Publishing Platform
Value Creation and Appropriation in the eSports Industry
Zarrabi, S. A., & Jerkrot, H. N. (2016). Value Creation and Appropriation in the eSports Industry. Master’s thesis. Chalmers University of Technology, Gothenburg.
Chalmers University of Technology, Gothenburg
Venture Capital Financing in the Esports Industry
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Niculaescu, C. E., Sangiorgi, I., & Bell, A. R.
Macedo, T., & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 246-267.
… OF ATTACHMENT INDEX (EPAI): EXPLORING PSYCHOLOGICAL CONNECTIONS OF ESPORT CONSUMERS ON BEHAVIORAL INTENTIONS TOWARD ESPORT …
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‘A Silent Team is a Dead Team‘: Communicative Norms in Team-based Halo 3 Play
Taylor, N. T. (2012). ‘A Silent Team is a Dead Team‘: Communicative Norms in Team-based Halo 3 Play. In G. Voorhees (Ed.), Guns, Grenades and Grunts: First Person Shooter Games. New York: Continuum.
‘Beyond the Game’: The Olympic Ideal and Competitive e-Sports
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.
‘Hello, this is Martha’: Interaction dynamics of live scambaiting on Twitch
Ross, A. S., & Logi, L. (2021). ‘Hello, this is Martha’: Interaction dynamics of live scambaiting on Twitch. Convergence, 27(6), 1789-1810.
‘I play to win!’: Geguri as a (Post)Feminist Icon in eSports
Cullen, A. L. L. (2018). ‘I play to win!’: Geguri as a (Post)Feminist Icon in eSports. Feminist Media Studies, 18(5), 948-952.
‘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.
‘Smashing It’: How User Entrepreneurs Drive Innovation in Esports Communities
Koch, N., Pongratz, S., McCauley, B., & Achtenhagen, L. (2020). ‘Smashing It’: How User Entrepreneurs Drive Innovation in Esports Communities. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/23/html
Koch, N., Pongratz, S., McCauley, B., & Achtenhagen, L.
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" Old-School" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective
Bankova, K., & Nablsi, A. (2022). " Old-School" is now too cool!: Exploring motivations for attending a LAN from a U&G perspective.
"Hack the Planet": Or, the Political Economy of Overwatch League.
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"Just watching": A Qualitative Analysis of Non-Player's Motivations for Video Game Spectatorship.
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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.
"Reverse-Gamification" Analysis of the Crowding-Out Effects in eSports
Barie, V. (2017). "Reverse-Gamification" Analysis of the Crowding-Out Effects in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 52–70). Norderstedt: Books on Demand GmbH.
"Will I always be not social?" Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism
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Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R.
CHI conference on human factors in computing systems
"You gotta understand the context of this though": Preliminary insights on perceptions of trash talk across esport communities
Irwin, S., Naweed, A., & Lastella, M. (2021). "You gotta understand the context of this though": Preliminary insights on perceptions of trash talk across esport communities. Proceedings of DiGRA Australia 2021
“A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit
Siutila, M. & Havaste, E. (2018). “A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit, in Proceedings of the 2018 DIGRA International Conference.
“And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts
Johnson, M. R., & Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 2056305119881694.
“Dear IOC”: Considerations for the Governance, Valuation, and Evaluation of Trends and Developments in eSports
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.
Postma, D. B., van Delden, R. W., & Van Hilvoorde, I. M.
“Definitive playthrough”: Behind-the-scenes narratives in let’s plays and streaming content by video game voice actors
Švelch, J., & Švelch, J. (2020). “Definitive playthrough”: Behind-the-scenes narratives in let’s plays and streaming content by video game voice actors. New Media & Society, 1461444820971778.
“eSport”: Mehr als eine momentane Spielerei
Kainz, F., Haupt, T., & Werner, C. (2018). “eSport”: Mehr als eine momentane Spielerei. Causa Sport, 2/2018, 153-160.
“Hot hand” in Esports: Quiet Eye Does Not Generalize to Multiple Targets in a Computerized Task.
Krajník, J. (2022). “Hot hand” in Esports: Quiet Eye Does Not Generalize to Multiple Targets in a Computerized Task.
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“I Don’t Believe Any Qualifications Are Required”: Exploring Global Stakeholders’ Perspectives Towards the Developmental Experiences of Esports Coaches
Watson, M., Trotter, M. G., Laborde, S., & Leeder, T. M. (2025). “I Don’t Believe Any Qualifications Are Required”: Exploring Global Stakeholders’ Perspectives Towards the Developmental Experiences of Esports Coaches. Education Sciences, 15(7), 858. https://doi.org/10.3390/educsci15070858
Watson, M., Trotter, M. G., Laborde, S., & Leeder, T. M.
“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.
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Stoll, A. (2009). “Killerspiele” oder E-Sport. vwh Verlag.
“Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming
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.
“Overwatch is anime”: Exploring an alternative interpretational framework for competitive gaming
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“Sexuality does not belong to the game”: Discourses in Overwatch Community and the Privilege of Belonging
Välisalo, T., & Ruotsalainen, M. (2022). “Sexuality does not belong to the game”: Discourses in Overwatch Community and the Privilege of Belonging. Game Studies: the international journal of computer game research, 22(3).
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“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
“Two Queens and a Pwn, Please.” An Ethics for Purchase, Loot, and Advantage Design in eSports
Karhulahti, V.-M. & Kimppa, K. (2018). “Two Queens and a Pwn, Please.” An Ethics for Purchase, Loot, and Advantage Design in eSports. In Proceedings of the 2nd International GamiFIN Conference (pp. 115-122), Pori, Finland.
“What's Next? Calling Beer-Drinking a Sport?!”: Virtual Resistance to Considering eSport as Sport
Tjønndal, A. (2020). “What's Next? Calling Beer-Drinking a Sport?!”: Virtual Resistance to Considering eSport as Sport. Sport, Business and Management, published online before print.
“Wir finden für jeden das passende Paket”: Interview mit Ulrich Schulze, Vice President Pro Gaming bei der ESL, über die Entwicklung des eSports und die Möglichkeiten für Sponsoren, sich in dem jungen und zukunftsträchtigen Markt zu positionieren
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(Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry
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, X., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts
(E-)Sport im rechtlichen Sinne und privatrechtliche Beziehung zwischen Clan und eSportler, 2. Aufl. ((E)Sports in the Legal Sense and the Relationship between Clan and Player under Civil Law, 2nd edition)
Nothelfer, N., & Schlotthauer, P. (2022). (E-)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und E-Sportler. In E-Sport (pp. 49-80). Springer Gabler, Wiesbaden.
Migliore, L. (2022). (E) sports Medicine on Campus. In Understanding Collegiate Esports (pp. 78-105). Routledge.
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(e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler ((E)Sports in the Legal Sense and the Relationship between Clan and eAthlete under Civil Law)
Nothelfer, N., & Schlotthauer, P. (2020). (e)Sport im rechtlichen Sinne und privatrechtliche Beziehungen zwischen Clan und eSportler. eSport – Status quo und Entwicklungspotenziale, 49-78.
(Re)creating the Nation Online: Nationalism in Chinese Dota 2 Fandom
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(Un)Doing Gender? Female Tournaments in the E-Sports Scene
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International Journal of Gaming and Computer-Mediated Simulations
#GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports
Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.
2013, The Year eSports Defined Their Place in Brazil
Fagundes Pase, A., & Schultz, H. (2015). 2013, The Year eSports Defined Their Place in Brazil. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 23–28). Norderstedt: Books on Demand GmbH.
6 How the Negative Public View of Videogames Threatens Esports Sponsors
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Freitas, B. D. A., & Contreras-Espinosa, R. S.
7 Communication Experts' Perspective on Esports
Torres-Toukoumidis, A., Marín-Gutiérrez, I., & Caldeiro, M. C. (2022). 7 Communication Experts’ Perspective on Esports. Esports and the Media, 104.
Torres-Toukoumidis, A., Marín-Gutiérrez, I., & Caldeiro, M. C.
A Bibliometric Review on Esports Participation: View from Malaysia
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.
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A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction.
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A CA Perspective on Kills and Deaths in Counter-Strike: Global Offensive Video Game Play
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A campus-level view of Netflix and Twitch: Characterization and performance implications
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A Case Study of First Person Aiming at Low Latency for Esports
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Warnholz, C. (2011). A Cinderella Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 76–79). Norderstedt: Books on Demand GmbH.
A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative
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 Innovations in Care Delivery, 3(6), CAT-22.
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A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports.
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A Decade of eSports: The Asian Perspective
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A Deep Learning Model for Extracting Live Streaming Video Highlights using Audience Messages
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A Grounded Theory Construction of the eSports Endogenous Drive Model
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A History of Real-Time Strategy Gameplay From Decryption to Prediction: Introducing the Actional Statement
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A Hybrid Preference-Aware Recommendation Algorithm for Live Streaming Channels
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A linguistic study of language variety used on twitch. tv: desriptive and corpus-based approaches
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Redefining community in intercultural context
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Horstmann, M. (2015). A Magical Moment in Katowice? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 36–38). Norderstedt: Books on Demand GmbH.
A milestone in the era of esports: The Olympics through the lens of virtual reality
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.
Anðelić, B., Bianco, A., Maksimović, N., Todorović, N., & Drid, P.
A Motivational Model Explaining Performance in Video Games
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Hulaj, R., Nyström, M. B. T., Sörman, D. E., Backlund, C. Röhlcke, S., & Jonsson, B.
A new Approach Via Level of Addiction in eSports: Investigating Participation Motives from a Marketing Perspective
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A new frontier: alcohol sponsorship activation through esports
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A New Player has Entered the Game: Immigration Reform for eSports Players
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A Newborn Business Esports: Discover the Industry Behind Professional Gaming
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A Parallel Approach to Performance and Sport Psychology Work in Esports Teams
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A parent-child eSports e-learning system to foster sustainable gaming for children
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A Pattern Mining Approach to Study Strategy Balance in RTS Games
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Bosc, G., Tan, P., Boulicaut, J. F., Raïssi, C., & Kaytoue, M.
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A qualitative analysis of the perceived determinants of success in elite esports athletes
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A qualitative study on Norwegian esports students' sleep, nutritional and physical activity habits and the link to health and performance
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André Baumann, Rune Aune Mentzoni, Eilin Erevik, Ståle Pallesen
A Realm of Mere Representation? ‘Live’ e-Sports Spectacles and the Crafting of China’s Digital Gaming Image
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A Region of Contenders: Overwatch in Brazil
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A review article of the cardiovascular sequalae in esport athletes: a cause for concern?
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Boes, K. (2010). A Russian in the Desert Country. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 91–92). Norderstedt: Books on Demand GmbH.
A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence
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A Short Treatise On Esports and the Law: How America Regulates Its Next National Pastime
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A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community
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A Simulation Model of Intermittently Controlled Point-and-Click Behaviour
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A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-cultural Dimensions of the Development of Expertise
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A Study of Leadership Behaviors in Esports Contexts
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A Study of Wellness Core Technology and E-Sports
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A study on psychological training of eSports using digital games: Focusing on rhythm game
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A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills
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A Study on the Impact of High Refresh-Rate Displays on Scores of eSports
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A study on the popularization of eSports: Focusing on the Awareness of Korean eSports Users and Policy
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A Year in which Business and eSports Games Learned to Co-exist
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