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Bosc, G., Kaytoue, M., Raïssi, C., & Boulicaut, J. F. (2014). Fouille de motifs séquentiels pour l’élicitation de stratégies à partir de traces d’interactions entre agents en compétition. EGC, 14, 359-370.
Bosc, G., Kaytoue, M., Raïssi, C., & Boulicaut, J. F.
Mining Balanced Patterns in Real-Time Strategy Games
Bosc, G., Kaytoue, M., Raïssi, C., Boulicaut, J.-F., & Tan, P. (2014). Mining Balanced Patterns in Real-Time Strategy Games. LIRIS Research Report. (Extended version of paper presented at European Conference on Artificial Intelligence– ECAI 2014.)
Bosc, G., Kaytoue, M., Raïssi, C., Boulicaut, J.-F., & Tan, P.
European Conference on Artificial Intelligence
A Pattern Mining Approach to Study Strategy Balance in RTS Games
Bosc, G., Tan, P., Boulicaut, J. F., Raïssi, C., & Kaytoue, M. (2015). A Pattern Mining Approach to Study Strategy Balance in RTS Games. IEEE Transactions on Computational Intelligence and AI in Games, 9(2), 123-132.
Bosc, G., Tan, P., Boulicaut, J. F., Raïssi, C., & Kaytoue, M.
IEEE Transactions on Computational Intelligence and AI in Games
Hardcore Gamers and Casual Gamers Playing Online Together
Bosser, A. G., & Nakatsu, R. (2006). Hardcore Gamers and Casual Gamers Playing Online Together. In Harper R., Rauterberg M., Combetto M. (Eds.) Entertainment Computing – ICEC 2006. ICEC 20.
FirstPersonScience: An Open Source Tool for Studying FPS Esports Aiming
Boudaoud, B., Spjut, J., & Kim, J. (2022). FirstPersonScience: An Open Source Tool for Studying FPS Esports Aiming. In ACM SIGGRAPH 2022 Talks (pp. 1-2).
Esports and expertise: what competitive gaming can teach us about mastery
Boudaoud, B., Spjut, J., Kim, J., Madhusudan, A., & Watson, B. (2022). Esports and expertise: what competitive gaming can teach us about mastery. Interactions, 29(6), 54-59.
Boudaoud, B., Spjut, J., Kim, J., Madhusudan, A., & Watson, B.
Boudot, M., & Faure-Abbad, M. (2017). La qualification juridique de l’e-sport. In Rabu, G. & Reverchon-Billot, M. (Eds.), Les enjeux juridiques de l’e-sport (23-24). Presses Universitaires d’Aix-Marseille.
eSports: Historical Review, Current Stte, and Future Challenges
Bousquet, J., & Ertz, M. (2021). eSports: Historical Review, Current Stte, and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunitites Into the Business of Esports (pp. 1-14). IGI Global.
eSports: Historical Review, Current State, and Future Challenges
Bousquet, J., & Ertz, M. (2021). eSports: Historical Review, Current State, and Future Challenges. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 1-24 ). IGI Global.
Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games
Bowman, N. (2013). Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games. Media Psychology, 16(1), 39-64.
COVID-19 and the changes in daily streaming behavior of consumers in the United States
Boyce, W. S., Morris, J., & Tracy, P. M. (2021). COVID-19 and the changes in daily streaming behavior of consumers in the United States. International Journal of Business Analytics (IJBAN), 8(3), 26-39.
Boyce, W. S., Morris, J., & Tracy, P. M.
International Journal of Business Analytics
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
Are You Not Entertained: Considering the P-3 Visa as an Alternative Option for International Esports Professional Gamers
Brannon, J. (2018). Are You Not Entertained: Considering the P-3 Visa as an Alternative Option for International Esports Professional Gamers. Arizona Law Review, 60(3), 753-781.