The Social Side of Gaming. How Online Computer Games Creates Online and Offline Social Support
Trepte, S., Reinecke, L., & Jüchems, K. (2012). The Social Side of Gaming. How Online Computer Games Creates Online and Offline Social Support. Computers in Human Behavior, 28, 83.
From Zero to Hero, René Treurs eSports Journey
Treur, R. (2019). From Zero to Hero, René Treurs eSports Journey. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 114–116). Norderstedt: Books on Demand GmbH.
What Matters is When You Play: Investigating the Relationship Between Online Video Games Addiction and Time Spent Playing over Specific Day Phases
Triberti, S., Milani, L., Grumi, S., Peracchia, S., Curcio, G., & Riva, G. (2018). What Matters is When You Play: Investigating the Relationship Between Online Video Games Addiction and Time Spent Playing over Specific Day Phases. Addictive Behaviors Reports, 8, 185-188.
Triberti, S., Milani, L., Grumi, S., Peracchia, S., Curcio, G., & Riva, G.
Health and psychological factors associated with in-game rank, and positive youth development 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).
The Association between Esports Participation, Health and Physical Activity Behaviour
Trotter, M. G., Coulter, T. J., Davis, P. A., Poulos, D. R., & Polman, R. (2020). The Association between Esports Participation, Health and Physical Activity Behaviour. International Journal of Environmental Research and Public Health, 17, 7329.
Trotter, M. G., Coulter, T. J., Davis, P. A., Poulos, D. R., & Polman, R.
International Journal of Environmental Research and Public Health
Examining the impact of school esports program participation on student health and psychological development
Trotter, M. G., Coulter, T. J., Davis, P. A., Poulus, D. R., & Polman, R. (2022). Examining the impact of school esports program participation on student health and psychological development. Frontiers in Psychology, 12, 1-12.
Trotter, M. G., Coulter, T. J., Davis, P. A., Poulus, D. R., & Polman, R.
The Principles of Esports Engagement: A Universal Code of Conduct
Tseng, Y.-S. (2020). The Principles of Esports Engagement: A Universal Code of Conduct. Journal of Intellectual Property Law, 27(2), 209-250.
https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3
A Study of Leadership Behaviors in Esports Contexts
Tucker, J. C. (2022). A Study of Leadership Behaviors in Esports Contexts (Doctoral dissertation, Utah State University).
https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=9560&context=etd
Appeal of Online Collectible Card Games: Social Features of Hearthstone
Türkay, S., & Adinolf, S. (2017). Appeal of Online Collectible Card Games: Social Features of Hearthstone. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 622-627). ACM.
Australian Conference on Computer-Human Interaction
See No Evil, Hear No Evil, Speak No Evil: How Collegiate Esports Players Define, Experience and Cope with Toxicity
Türkay, S., Formosa, J. Adinolf, S., Cuthbert, R., & Altizer, R. (2020). See No Evil, Hear No Evil, Speak No Evil: How Collegiate Esports Players Define, Experience and Cope with Toxicity. In CHI ’20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, Honululu, USA.
Türkay, S., Formosa, J. Adinolf, S., Cuthbert, R., & Altizer, R.
Not Only for a Celebration of Competitive Overwatch but Also for National Pride’: Sportificating the Overwatch World Cup 2016
Turtiainen, R., Friman, U., & Ruotsalainen, M. (2020). ‘Not Only for a Celebration of Competitive Overwatch but Also for National Pride’: Sportificating the Overwatch World Cup 2016. Games and Culture, 15(4), 351-371.
Turtiainen, R., Friman, U., & Ruotsalainen, M.
Tweedie, J. W., Rosenthal, R. R., & Holden, J. T. (2022). Doping in esports. In Social Issues in Esports (pp. 101-114). Routledge.
Tweedie, J. W., Rosenthal, R. R., & Holden, J. T.
Mandatory Commissions in the Distribution of Esports: Lifting the Veil on Antitrust Issues
Tween, D., Patel, A., de Fays, M.-M. (2020). Mandatory Commissions in the Distribution of Esports: Lifting the Veil on Antitrust Issues. The Licensing Journal, 40, 10-12.
Influence of Esports Spectating on Customer Retention in Freemium Video Games
Tyrväinen, V. (2018). Influence of Esports Spectating on Customer Retention in Freemium Video Games. Master’s Thesis. Tampere University of Technology, Tampere.
Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma
Ücüncüoglu, M., & Cakir, V. O. (2017). Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma. İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.
İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi
Umehara, D. (2016). The Will to Keep Winning. Shogakukan Inc.
Is Playing Video Games Related to Cognitive Abilities
Unsworth, N., Redick, T. S., McMillan, B. D., Hambrick, D. Z., Kane, M. J., & Engle, R. W. (2015). Is Playing Video Games Related to Cognitive Abilities. Psychological Science, 26, 759-774.
Unsworth, N., Redick, T. S., McMillan, B. D., Hambrick, D. Z., Kane, M. J., & Engle, R. W.
With great power comes great responsibility: video game live streaming and its potential risks and benefits for female gamers
Uszkoreit, L. (2018). With great power comes great responsibility: video game live streaming and its potential risks and benefits for female gamers. In Feminism in Play (pp. 163-181). Palgrave Macmillan, Cham.
Harassment Experiences of Women and LGBTQ Live Streamers and How They Handled Negativity
Uttarapong, J., Cai, J., & Wohn, D. Y. (2021). Harassment Experiences of Women and LGBTQ Live Streamers and How They Handled Negativity. In ACM International Conference on Interactive Media Experiences (pp. 7-19).
ACM International Conference on Interactive Media Experiences
Recognizing Esports as a Sport from an Academic Perspective
V. Thiruchelvam and W. Bee Suan, "Recognizing Esports as a Sport from an Academic Perspective," 2022 IEEE International Conference on Distributed Computing and Electrical Circuits and Electronics (ICDCECE), Ballari, India, 2022, pp. 1-4, doi: 10.1109/ICDCECE53908.2022.9792788.
Vahlo, J., & Karhulahti, V. M. (2022). Two Overwatch Player Profiles. In Modes of Esports Engagement in Overwatch (pp. 11-30). Palgrave Macmillan, Cham.
Overwatch: The Game, the eSports, and Transmedial User Practices
Välisalo, T., & Ruotsalainen, M. (2018). Overwatch: The Game, the eSports, and Transmedial User Practices. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.
Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues
Player Reception of Change and Stability in Character Mechanics
Välisalo, T., & Ruotsalainen, M. (2022). Player Reception of Change and Stability in Character Mechanics. Modes of Esports Engagement in Overwatch, 67.
“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).
Game Studies: the international journal of computer game research
Esport: Fortnite Acutely Increases Heart Rate of Young Men
Valladao, S. P., Middleton, J., & Andre, T. L. (2020). Esport: Fortnite Acutely Increases Heart Rate of Young Men. International Journal of Exercise Science, 13(6), 1217-1227.
Valladao, S. P., Middleton, J., & Andre, T. L.
International Journal of Exercise Science
The Intellectual Structure of Esports Research
The Intellectual Structure of Esports Research. (2024). Vallverdú V., Plaza-Navas M., Raya J., Torres-Prunonosa J. Entertainment Computing. https://doi.org/10.1016/j.entcom.2023.100628.
Vallverdú V., Plaza-Navas M., Raya J., Torres-Prunonosa J.
Video Games as a Spectator Sport. How Electronic Sports Transforms Spectatorship
Van Ditmarsch, J. (2013). Video Games as a Spectator Sport. How Electronic Sports Transforms Spectatorship. Master Thesis. Utrecht University.
Van Hilvoorde, I. (2016). Sport and Play in a Digital World. Sport, Ethics and Philosophy, 10(1), 1–4.
Embodiment and Fundamental Motor Skills in eSports
Van Hilvoorde, I., & Pot, N. (2016). Embodiment and Fundamental Motor Skills in eSports. Sports, Ethics and Philosophy, 10(1), 14-27.
The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players
van Kempen, S. J., Van der Spek, E. D., & Wallner, G. (2022, October). The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players. In Entertainment Computing–ICEC 2022: 21st IFIP TC 14 International Conference, ICEC 2022, Bremen, Germany, November 1–3, 2022, Proceedings (pp. 283-295). Cham: Springer International Publishing.
van Kempen, S. J., Van der Spek, E. D., & Wallner, G.
Emerging Leaders of Gaming – Sports Betting Webinar: Opportunities Inside and Out of Nevada
Vanaskie, M., Green, W., Kutelski, D., & Shapiro, D. (2018). Emerging Leaders of Gaming – Sports Betting Webinar: Opportunities Inside and Out of Nevada. Gaming Law Review, 22(1), 40-51.
Vanaskie, M., Green, W., Kutelski, D., & Shapiro, D.
Scientometric Analysis of Research on eSports from 2007 to 2017
Vanegas, J. C., Ochoa, G. V., & Gutierrez, J. C. (2018). Scientometric Analysis of Research on eSports from 2007 to 2017. Contemporary Engineering Sciences, 11(70), 3463-3471.
Vanegas, J. C., Ochoa, G. V., & Gutierrez, J. C.
Vansyngel, S., Velpry, A., & Besombes, N. (2018). French Esports Institutionalization. Proceedings of the 2nd GamiFIN Conference, Pori, Finland, 123-130.
Vansyngel, S., Velpry, A., & Besombes, N.
Unequal agency: video games and girls’ access to public debate
Vari, J. (2022). Unequal agency: video games and girls’ access to public debate. Education et societes, 47(1), 133-149.
Une agentivité inégalitaire: jeux vidéo et accessibilité des filles à la parole publique
Vari, J. (2022). Une agentivité inégalitaire: jeux vidéo et accessibilité des filles à la parole publique. Education et societes, 47(1), 133-149.
Visual Fixations Duration as an Indicator of Skill Level in eSports
Velichkovsky, B. B., Khromov, N., Korotin, A., Burnaev, E., & Somov, A. (2019). Visual Fixations Duration as an Indicator of Skill Level in eSports.
Velichkovsky, B. B., Khromov, N., Korotin, A., Burnaev, E., & Somov, A.
Chihuailaf, L., Concha, R., i Türk, Y. (2022). Sexism and misogyny in sports. Revista Catalana de Pedagogia, 21, 21-35.
Du monde du sport au monde du jeu vidéo, La fabrique des mondes vidéoludiques − Game Studies ? à la française!
Verchere, R. (2013). Du monde du sport au monde du jeu vidéo, La fabrique des mondes vidéoludiques − Game Studies ? à la française ! ENS Lyon, Lyon.
Professionalization of eSports Broadcasts The Mediatization of DreamHack Counter-Strike Tournaments
Verhoeff, G. (2019). Professionalization of eSports Broadcasts The Mediatization of DreamHack Counter-Strike Tournaments. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 97–113). Norderstedt: Books on Demand GmbH.
High School Esports: An Activity Book for Players and Coaches
Verret, V. (2018). High School Esports: An Activity Book for Players and Coaches. CreateSpace Independent Publishing Platform.
CreateSpace Independent Publishing Platform
My Video Game Training Journal (Ultra Edition): An Activity Book for Aspiring Professional Players!
Verret, V. (2018). My Video Game Training Journal (Ultra Edition): An Activity Book for Aspiring Professional Players! Createspace Independent Publishing Platform.
Createspace Independent Publishing Platform
Versteeg, C. (2010). Easy to Learn, Hard to Master. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 63–66). Norderstedt: Books on Demand GmbH.
When Following Digital Influencers on Social Media and Buying their Products Used Shapes Consumption
Vieira, V. A. (2020). When Following Digital Influencers on Social Media and Buying their Products Used Shapes Consumption. In CLAV 2020.
eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence from Sports Video Games.
Villar, J. G., & Murillo, C. (2018). eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence from Sports Video Games. Barcelona GSE Working Paper: 1059
Women in Esport: Exploring the overt and subtle barriers of women in Esports
Vo, L. A. " Women in Esport: Exploring the overt and subtle barriers of women in Esports.
Dynamic Capabilities in Professional eSports Teams
Völkel, L. (2021). Dynamic Capabilities in Professional eSports Teams. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 10-37). Norderstedt: Books on Demand.
von Au, C. (2018). Play. Das Leben als Pro Gamer. Carlsen.
Performing Neoliberal Masculinity: Reconfiguring Hegemonic Masculinity in Professional Gaming. In Masculinities in Play
Voorhees, G., & Orlando, A. (2018). Performing Neoliberal Masculinity: Reconfiguring Hegemonic Masculinity in Professional Gaming. In Masculinities in Play. New York, NY: Palgrave Macmillan.
Changing roles in gaming: Twitch and new gaming audiences
Vosmeer, M., Ferri, G., Schouten, B., & Rank, S. (2016). Changing roles in gaming: Twitch and new gaming audiences. In Proceedings of 1st International Joint Conference of DiGRA and FDG, Dundee, Scotland, UK (pp. 1-2).
Vosmeer, M., Ferri, G., Schouten, B., & Rank, S.
International Joint Conference of DiGRA and FDG
https://www.researchgate.net/publication/311154328_Changing_Roles_in_Gaming_Twitch_and_new_gaming_audiences
The Wild West of eSports. What Motivates Individuals to Work in the Industry.
Vukelic, N., & Jorgensen, T. J. (2018). The Wild West of eSports. What Motivates Individuals to Work in the Industry. Master’s Thesis. Copenhagen Business School.
An 8-week physical exercise intervention for e'athletes improves physical performance rather than short-term esports performance parameters - a randomized controlled trial.
Wachholz F, Gamper N and Schnitzer M (2025) An 8-week physical exercise intervention for e'athletes improves physical performance rather than short-term esports performance parameters - a randomized controlled trial. Front. Sports Act. Living 6:1504205. doi: 10.3389/fspor.2024.1504205
Wagner, M. (2006). On the Scientific Relevance of eSport. In Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development. Las Vegas, Nevada: CSREA Press.
International Conference on Internet Computing and Conference on Computer Game Development
Wagner, M. (2007). Competing in Metagame Gamespace. Metapress.
Variation in QoE of passive gaming video streaming for different packet loss ratios
Wahab, A., Ahmad, N., & Schormans, J. (2020). Variation in QoE of passive gaming video streaming for different packet loss ratios. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) (pp. 1-4). IEEE.
Is Esport a Good Fit? An Analysis of Sport Consumer Evaluations
Walton, D. R. (2022). Is Esport a Good Fit? An Analysis of Sport Consumer Evaluations (Doctoral dissertation, The Ohio State University).
Walzel, S., & Schubert, M. (2018). Perspektiven des Sportsponsorings. Springer Gabler: Berlin, Heidelberg.
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players
Wang, C. M., Hong, J. C., Ye, J. H., & Ye, J. N. (2022). The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players. Entertainment Computing, 42, 100489.
Wang, C. M., Hong, J. C., Ye, J. H., & Ye, J. N.
Towards Cost Effective Server Population Estimation: A Case Study of Twitch
Wang, C., Chen, H., & Huang, P. (2020). Towards Cost Effective Server Population Estimation: A Case Study of Twitch. In Companion Proceedings of the Web Conference 2020 (pp. 38-39).
Thinking Style and Team Competition Game Performance and Enjoyment
Wang, H., Yang, H.-T., & Sun, C.-T. (2015). Thinking Style and Team Competition Game Performance and Enjoyment. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 243-254.
IEEE Transactions on Computational Intelligence and AI in Games
Team Queue – A Mobile Application Which Provides a Third Party Stage for an E-Sports Service Provider
Wang, M. (2018). Team Queue – A Mobile Application Which Provides a Third Party Stage for an E-Sports Service Provider. Master’s thesis. Rochester Institute of Technology, Rochester.
Topic mining of real-time discussions: what catches the attention of live-streaming esports viewers?
Wang, W., & Fan, J. (2022). Topic mining of real-time discussions: what catches the attention of live-streaming esports viewers?. European Sport Management Quarterly, 1-22.
Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media
Wang, Y., Zheng, X., & Fan, T. (2022, August). Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media. In 2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI) (pp. 270-277). IEEE.
International Conference on Information Reuse and Integration for Data Science
The electric brain: new intelligent agents in esports
Wang, Z. (2022). The electric brain: new intelligent agents in esports.
From eSports Data to Game Commentary: Datasets, Models, and Evaluation Metrics
Wang, Z., & Yoshinaga, N. (2021). From eSports Data to Game Commentary: Datasets, Models, and Evaluation Metrics. DEIM Forum 2021, H13-3.
Esports Data-to-commentary Generation on Large-scale Data-to-text Dataset
Wang, Z., & Yoshinaga, N. (2022). Esports Data-to-commentary Generation on Large-scale Data-to-text Dataset. arXiv preprint arXiv:2212.10935.
Ward, M. R., & Harmon, A. D. (2019). ESport Superstars. Journal of Sports Economics, 20(8), 987-1013.
Analysis of Matchmaking Optimization Systems Potential in Mobile Esports
Wardaszko, M., Ćwil, M., Chojecki, P., & Dąbrowski, K. (2019). Analysis of Matchmaking Optimization Systems Potential in Mobile Esports. In Proceedings of the 52nd Hawaii International Conference on System Sciences.
Wardaszko, M., Ćwil, M., Chojecki, P., & Dąbrowski, K.
Hawaii International Conference on System Sciences
When Games and Gambling Collide: Modern Examples and Controversies
Wardle, H. (2021). When Games and Gambling Collide: Modern Examples and Controversies. In Wardle, H., Games Without Frontiers? Socio-historical Perspectives at the Gaming/Gambling Intersection (pp. 35-77). Palgrave Macmillan.
Defining the Esports Bettor: Evidence from an Online Panel Survey of Emerging Adults
Wardle, H., Petrovskaya, E., & Zendle, D. (2020). Defining the Esports Bettor: Evidence from an Online Panel Survey of Emerging Adults. International Gambling Studies, published online before print.
Wardle, H., Petrovskaya, E., & Zendle, D.
Warnholz, C. (2011). A Cinderella Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 76–79). Norderstedt: Books on Demand GmbH.
Good Vibes Friday: reflections on livestreaming during the COVID-19 lockdown
Warren, S. (2020). Good Vibes Friday: reflections on livestreaming during the COVID-19 lockdown. Dancecult: Journal of Electronic Dance Music Culture, 12(1).
Dancecult: Journal of Electronic Dance Music Culture
A Parallel Approach to Performance and Sport Psychology Work in Esports Teams
Watson, M., Abbott, C., & Pedraza-Ramirez, I. (2021). A Parallel Approach to Performance and Sport Psychology Work in Esports Teams. International Journal of Esports, 1(1). Retrieved from https://www.ijesports.org/article/52/html
Watson, M., Abbott, C., & Pedraza-Ramirez, I.
Introducing esports coaching to sport coaching (not as sport coaching)
Watson, M., Smith, D., Fenton, J., Pedraza-Ramirez, I., Laborde, S., & Cronin, C. (2022). Introducing esports coaching to sport coaching (not as sport coaching). Sports Coaching Review, 1-20.
Watson, M., Smith, D., Fenton, J., Pedraza-Ramirez, I., Laborde, S., & Cronin, C.
Watson, M., Smith, D., Fenton, J., Pedraza-Ramirez, I., Laborde, S., & Cronin, C. (2022). Introducing esports coaching to sport coaching (not as sport coaching). Sports Coaching Review, 1–20. https://doi.org/10.1080/21640629.2022.2123960
“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.
Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspective on eSports. Public Health Reports, 135(3), 295-298.
Wattanapisit, A., Wattanapisit, S., & Wongsiri, S.
Online toxicity as violence in esports: a League of Legends case study
Wearing, J. (2022). Online toxicity as violence in esports: a League of Legends case study (Doctoral dissertation, Macquarie University).
<a href="https://scholar.archive.org/work/vxrvuxszvzhuhg7hekzfbmdfhe/access/wayback/https://s3-ap-southeast-2.amazonaws.com/pstorage-mq-9738860830/38094768/01whole.pdf?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIA3OGA3B5WIXFT74VL/20221111/ap-southeast-2/s3/aws4_request&X-Amz-Date=20221111T211513Z&X-Amz-Expires=10&X-Amz-SignedHeaders=host&X-Amz-Signature=b173d67184b0967c546d2fe58d3ebfaf73133f74120b2d6c263e566ba4d7b111" target="_blank" rel="noreferrer noopener">https://scholar.archive.org/work/vxrvuxszvzhuhg7hekzfbmdfhe/access/wayback/https://s3-ap-southeast-2.amazonaws.com/pstorage-mq-9738860830/38094768/01whole.pdf?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIA3OGA3B5WIXFT74VL/20221111/ap-southeast-2/s3/aws4_request&X-Amz-Date=20221111T211513Z&X-Amz-Expires=10&X-Amz-SignedHeaders=host&X-Amz-Signature=b173d67184b0967c546d2fe58d3ebfaf73133f74120b2d6c263e566ba4d7b111
History and Effectiveness of Sponsorships in Esports
Webb, M. D. (2022). History and Effectiveness of Sponsorships in Esports. The Park Place Economist, 29(1), 9.
https://digitalcommons.iwu.edu/cgi/viewcontent.cgi?article=1541&context=parkplace
Webster, C. (2011). Rising to the Challenge. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 44–49). Norderstedt: Books on Demand GmbH.
Game On: How I Became a Nintendo World Championships Finalist.
Webster, S. (2015). Game On: How I Became a Nintendo World Championships Finalist.
Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen
Wechsler, K., Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen. International Journal of eSports Research (IJER), 1(1), 1-17.
Wechsler, K., Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C.
International Journal of eSports Research
Esports and Harassment: Analyzing Player Protections in a Hostile Work Environment
Weinreb, B. I. (2021). Esports and Harassment: Analyzing Player Protections in a Hostile Work Environment. California Western Law Review, 57(2), 473-504.
Cultural Influences on Hedonic Adoption Behavior: Propositions Regarding the Adoption of Competitive Video and Computer Online Gaming
Weiss, T. (2008). Cultural Influences on Hedonic Adoption Behavior: Propositions Regarding the Adoption of Competitive Video and Computer Online Gaming. In Proceedings of the SIG-DIGIT Workshop 2008.
Virtual Worlds in Competitive Contexts: Analyzing eSports Consumer Needs
Weiss, T., & Schiele, S. (2013). Virtual Worlds in Competitive Contexts: Analyzing eSports Consumer Needs. Electronic Markets, 23(4), 307–316.
Integration of Esports in Educational Innovation: A Design-Based Research Approach
Wells, J. E., Harrolle, M. G., MacAulay, K. D., Greenhalgh, G., & Morgan, S. C. (2022). Integration of Esports in Educational Innovation: A Design-Based Research Approach. Sport Management Education Journal, 1(aop), 1-12.
Wells, J. E., Harrolle, M. G., MacAulay, K. D., Greenhalgh, G., & Morgan, S. C.
eSport: Vom Präfix zum Thema für den organisierten Sport?!
Wendeborn, T., Schulke, H. J. & Schneider, A. (2018). eSport: Vom Präfix zum Thema für den organisierten Sport?! German Journal of Exercise and Sport Research, 48(3), 451-455.
Wendeborn, T., Schulke, H. J. & Schneider, A.
German Journal of Exercise and Sport Research
PC Bang, E-Sport und der Zauber von StarCraft
Werdenich, G. (2010). PC Bang, E-Sport und der Zauber von StarCraft. vwh Verlag.
Werder, K. (2022). Esport. Business & Information Systems Engineering, 1-7.
Business & Information Systems Engineering
Game Changers: Business and Research Opportunities in K-12 eSports
West, C. A., Nix, J. V., & Hinerman, K. M. (2021). Game Changers: Business and Research Opportunities in K-12 eSports. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 200-221). IGI Global.
West, C. A., Nix, J. V., & Hinerman, K. M.
Cyberathletes- Lived Experience of Video Game Tournaments
Whalen, S. J. (2013). Cyberathletes- Lived Experience of Video Game Tournaments. Doctoral Dissertation. University of Tennessee, Knoxville.
eSport and Philosophy Behind: A Literature Review
Widyaningsih, R., Budi, D. R., Listiandi, A. D., Wildan, Q., Rusdiyanto, R. M., Yudha, B. A. R., & Irawan, R. (2021). eSport and Philosophy Behind: A Literature Review. Annals of Tropical Medicine & Public Health, 24(S03): SP24348.
Widyaningsih, R., Budi, D. R., Listiandi, A. D., Wildan, Q., Rusdiyanto, R. M., Yudha, B. A. R., & Irawan, R.
Annals of Tropical Medicine & Public Health
NCAA e-sports 20XX: an analysis of radical innovation adoption through firm collaboration
Williams, D. P., Tutka, P., Gawrysiak, J., Jenny, S. E. (2021). NCAA e-sports 20XX: an analysis of radical innovation adoption through firm collaboration. International Journal Sport Management and Marketing.
Williams, D. P., Tutka, P., Gawrysiak, J., Jenny, S. E.
International Journal Sport Management and Marketing
Esport co-streaming and spectator motivations
Williamson, M. (2022). Esport co-streaming and spectator motivations.
eSport zwischen “Sport” und “Nicht-Sport” – Wegweisung für eine sachliche Diskussion
Willimczik, K. (2019). eSport zwischen “Sport” und “Nicht-Sport” – Wegweisung für eine sachliche Diskussion. DOSB
eSport „ist“ nicht Sport–eSport und Sport haben Bedeutungen
Willimczik, K. (2019). eSport „ist“ nicht Sport–eSport und Sport haben Bedeutungen. German Journal of Exercise and Sport Research, 78-90.
Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society
Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 525-540), Berlin: Springer.
Governing Esports: Public Policy, Regulation and the Law
Windolz, E. (2020). Governing Esports: Public Policy, Regulation and the Law. Sports Law eJournal, 1(1).
An Entrepreneur's Guide to the Exploding World of eSports: Understanding the Commercial Significance of Counter-Strike, League of Legends and DotA 2
Winnan, C. D. (2016). An Entrepreneur's Guide to the Exploding World of eSports: Understanding the Commercial Significance of Counter-Strike, League of Legends and DotA 2. The Borderland Press.
Overwatch Fandom and the Range of Corporate Responses
Wirman, H., & Jones, R. (2022). Overwatch Fandom and the Range of Corporate Responses. In Modes of Esports Engagement in Overwatch (pp. 157-177). Palgrave Macmillan, Cham.
Witkowski, E. (2009). Probing the Sportiness of eSports. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 53-56), Norderstedt, Germany: Books on Demand GmbH.
http://www.esportsyearbook.com