Navarro Lucena, F. J., Anaya-Sanchez, R., Muñoz Leiva, F., & Molinillo-Jimenez, S. (2022). Análisis de los eSports en la Academia.
Navarro Lucena, F. J., Anaya-Sanchez, R., Muñoz Leiva, F., & Molinillo-Jimenez, S.
Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship'
Naweed, A., Irwin, S. V., & Lastella, M. (2020). Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of ‘Esportsmanship'. Journal of Global Sport Management, 1-21.
Naweed, A., Irwin, S. V., & Lastella, M.
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.
Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame
Neri, F., Smeralda, C., Momi, D., Sprugnoli, G., Menardi, A., Ferrone, S., (...), Santarnecchi, E. (2021). Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame. Frontiers in Psychology, published online April 7 2021.
Neri, F., Smeralda, C., Momi, D., Sprugnoli, G., Menardi, A., Ferrone, S., (...), Santarnecchi, E.
Differences and Similarities in Motivation for Offline and Online eSports Event Consumption
Neus, F., Nimmermann, F., Wagner, K., & Schramm-Klein, H. (2019). Differences and Similarities in Motivation for Offline and Online eSports Event Consumption. In Proceedings of the 52nd Hawaii International Conference on System Sciences.
Neus, F., Nimmermann, F., Wagner, K., & Schramm-Klein, H.
Hawaii International Conference on System Sciences
Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy
Newman, J. I., Xue, H., Watanabe, N. M., Yan, G., & McLeod, C. M. (2020). Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy. Communication & Sport, published online before print
Newman, J. I., Xue, H., Watanabe, N. M., Yan, G., & McLeod, C. M.
E-sport Organization and Professional Gamers in Finland
Nguyen, Q. H., & Phan, H. (2016). E-sport Organization and Professional Gamers in Finland. Bachelor’s Thesis. Lahti University.
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
Venture Capital Financing in the Esports Industry
Niculaescu, C. E., Sangiorgi, I., & Bell, A. R. (2021). Venture Capital Financing in the Esports Industry. Available at SSRN: https://ssrn.com/abstract=3795142 or http://dx.doi.org/10.2139/ssrn.3795142
Niculaescu, C. E., Sangiorgi, I., & Bell, A. R.
Nielsen, R. K. L., & Hanghøj, T. (2019). Esports Skills are People Skills. In L. Elbæk, G. Majgaard, A. Valente, & S. Khalid (Eds.), Proceedings of the 13th European Conference on Games-Based Learning (ECGBL-2019) (pp. 535-542). Academic Conferences and Publishing International.
European Conference on Games-Based Learning
The Problematic Coexistence of Internet Gaming Disorder and eSports
Nielsen, R. K. L., & Karhulahti, V. M. (2017). The Problematic Coexistence of Internet Gaming Disorder and eSports. In Proceedings of the 12th International Conference on the Foundations of Digital Games (p. 52). ACM.
International Conference on the Foundations of Digital Games
An investigation on the consumer demand and behavior in video game live streaming
Nikkanen, M., & Tan, T. M. (2022). An investigation on the consumer demand and behavior in video game live streaming (Doctoral dissertation, Master Thesis). http://jultika. oulu. fi/files/nbnfioulu-202206142770. pdf (Erişim tarihi: 20 Ağustos 2022)).
How franchised eSports brands can direct communications to different consumers
Nolin, G. (2022). How franchised eSports brands can direct communications to different consumers.
https://digitalcommons.murraystate.edu/scholarsweek/Fall2022/HON/15/
How Did Regular Sports Bettors Behave During Covid-19 Lockdown? Evidence from Poland.
Nosal, P., & Lopez-Gonzalez, H. (2021). How Did Regular Sports Bettors Behave During Covid-19 Lockdown? Evidence from Poland. European Sport Management Quarterly, DOI: 10.1080/16184742.2021.1909092
Das deutsche eSport-Visum (Teil II) - Eine kritische Analyse des § 22 Nr. 5 BeschV (The German Esports Visa (Part II) - A Critical Analysis of § 22 No. 5 BeschV)
Nothelfer, N. (2020). Das deutsche eSport-Visum (Teil II) - Eine kritische Analyse des § 22 Nr. 5 BeschV. LEGAL REVOLUTIONary, 276-283.
https://legal-revolution.com/de/the-legal-revolutionary/recht-der-digitalen-wirtschaft/das-deutsche-esport-visum-teil-ii
Das deutsche eSport-Visum (Teil I) - Eine kritische Analyse des § 22 Nr. 5 BeschV (The German Esports Visa (Part I) - A Critical Analysis of § 22 No. 5 BeschV)
Nothelfer, N. (2020). Das deutsche eSport-Visum (Teil I) - Eine kritische Analyse des § 22 Nr. 5 BeschV. LEGAL REVOLUTIONary, 266-275.
https://legal-revolution.com/de/the-legal-revolutionary/recht-der-digitalen-wirtschaft/das-deutsche-esport-visum-teil-i
Die Bundesregierung zur Förderung des eSports in Deutschland – Antwort auf BT-Drs. 19/28730 (The Federal Government on the Promotion of Esports in Germany - Response to BT-Drs. 19/28730)
Nothelfer, N. (2021). Die Bundesregierung zur Förderung des eSports in Deutschland – Antwort auf BT-Drs. 19/28730. Sport- und E-Sportrecht in der Praxis, 124-127.
Die Inkorporation des eSports in das deutsche Rechtssystem – Definition, rechtlicher Status Quo und Regelungsansätze (The Incorporation of Esports into the German Legal System - Definition, Legal Status Quo and Regulatory Approaches)
Nothelfer, N. (2022). Die Inkorporation des eSports in das deutsche Rechtssystem – Definition, rechtlicher Status Quo und Regelungsansätze.
Stichwort-Kommentar zum eSport-Recht: Gewerkschaft (Keyword Commentary for German Esports Law: Union)
Nothelfer, N. (2023). Gewerkschaft. Stichwort-Kommentar zum eSport-Recht, 526-534.
Stichwort-Kommentar zum eSport-Recht: eSportler, Sozialversicherung (Keyword Commentary for German Esports Law: Player, Social Security)
Nothelfer, N. (2023). eSportler, Sozialversicherung. Stichwort-Kommentar zum eSport-Recht, 447-454.
Das Versäumnis des Gesetzgebers in der Causa eSport und dessen Auswirkungen auf die Praxis (The Legislator's Shortcoming Regarding Esports and its Impact on Practice)
Nothelfer, N. & Petschinka, P. (2021). Das Versäumnis des Gesetzgebers in der Causa eSport und dessen Auswirkungen auf die Praxis. Sport- und E-Sportrecht in der Praxis, 26-31. (article in the founding issue)
Wetten auf eSport-Ereignisse in Deutschland und Österreich (Betting on eSports Events in Germany and Austria)
Nothelfer, N. & Petschinka, P. (2022). Wetten auf eSport-Ereignisse in Deutschland und Österreich. Sport- und E-Sportrecht in der Praxis, 20-25.
Virtuelle Sportsimulationen in verbands- und rechtspolitischer Hinsicht (Virtual sports simulations in the context of association and legislative policies)
Nothelfer, N. & Trunk, D. (2022). Virtuelle Sportsimulationen in verbands- und rechtspolitischer Hinsicht. Sport- und E-Sportrecht in der Praxis, 66-72.
Die Verletzung der Wettkampfintegrität im eSport durch Umgehen spielinterner Ranking-Systeme (The Violation of Competitive Integrity in Esports Through Circumventing In-Game Ranking Systems)
Nothelfer, N. & Trunk, D. (2022). Die Verletzung der Wettkampfintegrität im eSport durch Umgehen spielinterner Ranking-Systeme.
Stichwort-Kommentar zum eSport-Recht: Einreise (Keyword Commentary for German Esports Law: Right of Entry)
Nothelfer, N., & Klaus, D. (2023). Einreise. Stichwort-Kommentar zum eSport-Recht, 391.
Stichwort-Kommentar zum eSport-Recht: Arbeitserlaubnis (Keyword Commentary for German Esports Law: Work Permit)
Nothelfer, N., & Klaus, D. (2023). Arbeitserlaubnis. Stichwort-Kommentar zum eSport-Recht, 38-39.
Stichwort-Kommentar zum eSport-Recht: Aufenthalt (Keyword Commentary for German Esports Law: Right of Residence)
Nothelfer, N., & Klaus, D. (2023). Aufenthalt. Stichwort-Kommentar zum eSport-Recht, 121-123.
Stichwort-Kommentar zum eSport-Recht: Immigration (Keyword Commentary for German Esports Law: Immigration)
Nothelfer, N., & Klaus, S. (2023). Immigration. Stichwort-Kommentar zum eSport-Recht, 557-575.
Stichwort-Kommentar zum eSport-Recht: Visum (Keyword Commentary for German Esports Law: Visa)
Nothelfer, N., & Klaus, S. (2023). Visum. Stichwort-Kommentar zum eSport-Recht, 1038-1040.
(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.
(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.
Eine Einführung ins eSport-Recht - Kennzeichen der Branche und rechtliche Implikationen (An Introduction to Esports Law - Industry Characteristics and Legal Consequences)
Nothelfer, N., & Schlotthauer, P. (2024). Einführung ins eSport-Recht - Kennzeichen der Branche und rechtliche Implikationen. E-Sports-Management, 41-72.
Background Analysis on Esports for the European Parliament
Nothelfer, N., & Scholz, T. M. (2022). Background Analysis on Esports for the European Parliament.
Policy Recommendation on Esports for the European Parliament
Nothelfer, N., & Scholz, T. M. (2022). Policy Recommendation on Esports for the European Parliament.
https://www.europarl.europa.eu/thinktank/en/document/IPOL_BRI(2022)699636
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.
Grenzen der Vertragsgestaltung im eSport am Beispiel Tfue vs. FaZe Clan (Limits of contract drafting in Esports based on the example of Tfue vs. FaZe Clan)
Nothelfer, N., & Wörner, M. (2020). Grenzen der Vertragsgestaltung im eSport am Beispiel Tfue vs. FaZe Clan. eSport-Recht – Politik, Praxis und Wissenschaft im Dialog
Performance Analysis in eSports: Modelling Performance at the 2018 League of Legends World Championship
Novak, A. R., Bennett, K. J. M., Pluss, M. A., & Fransen, J. (2020). Performance Analysis in eSports: Modelling Performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching, 0(0), 1-9.
Novak, A. R., Bennett, K. J. M., Pluss, M. A., & Fransen, J.
International Journal of Sports Science & Coaching
The Social Media Impact of Esports: The Case of Esports on Facebook
Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C. (2022). The Social Media Impact of Esports: The Case of Esports on Facebook. In Esports and the Media (pp. 19-32). Routledge.
Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C.
The Golden Five and it's Impact on Polish eSports Scene
Nowik, T. (2011). The Golden Five and it's Impact on Polish eSports Scene. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 71–75). Norderstedt: Books on Demand GmbH.
The Universality of Leadership Behaviors in Virtual Environments: A Case of Esports Players in Thailand
Nuangjumnong, T. (2015). The Universality of Leadership Behaviors in Virtual Environments: A Case of Esports Players in Thailand. Journal of the Graduate School of Asia-Pacific Studies, 30(3), 105–132.
Journal of the Graduate School of Asia-Pacific Studies
Development of Leadership through eSports
Nuangjumnong, T. (2016). Development of Leadership through eSports. Doctoral dissertation. Waseda University, Tokyo.
e-Sports: Was es ist und wie es sich entwickelt
Nufer, G. (2020). e-Sports: Was es ist und wie es sich entwickelt. Reutlinger Diskussionsbeiträge zu Marketing & Management, Hochschule Reutlingen, ESB Business School, Reutlingen.
Reutlinger Diskussionsbeiträge zu Marketing & Management
Branding in eSports: An Empirical Analysis of the Specifics of Public Relations Compared to Traditional Sports.
Nufer, G., & Mariot, D. (2022). Branding in eSports: An Empirical Analysis of the Specifics of Public Relations Compared to Traditional Sports. IUP Journal of Brand Management, 19(2).
<a href="https://web.s.ebscohost.com/abstract?direct=true&profile=ehost&scope=site&authtype=crawler&jrnl=09729097&AN=158321750&h=OJcvkru%2F2ZmyarpVS7i6vR4nS25aGaTc%2FR7xzi8iP2q4%2Bp7Zw95OkwbNsDOpwUNFWySKdMAYB%2Bsa0kECFprRVQ%3D%3D&crl=c&resultNs=AdminWebAuth&resultLocal=ErrCrlNotAuth&crlhashurl=login.aspx%3Fdirect%3Dtrue%26profile%3Dehost%26scope%3Dsite%26authtype%3Dcrawler%26jrnl%3D09729097%26AN%3D158321750" target="_blank" rel="noreferrer noopener">https://web.s.ebscohost.com/abstract?direct=true&profile=ehost&scope=site&authtype=crawler&jrnl=09729097&AN=158321750&h=OJcvkru%2f2ZmyarpVS7i6vR4nS25aGaTc%2fR7xzi8iP2q4%2bp7Zw95OkwbNsDOpwUNFWySKdMAYB%2bsa0kECFprRVQ%3d%3d&crl=c&resultNs=AdminWebAuth&resultLocal=ErrCrlNotAuth&crlhashurl=login.aspx%3fdirect%3dtrue%26profile%3dehost%26scope%3dsite%26authtype%3dcrawler%26jrnl%3d09729097%26AN%3d158321750
Current issues of sustainability in esports
Nyström, A. G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., ... & Törhönen, M. (2022). Current issues of sustainability in esports. International Journal of Esports, 3(3).
Nyström, A. G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., ... & Törhönen, M.
https://www.ijesports.org/article/94/html
O'Beirne, M. (2010). The Irish Scene - Seeds of Change. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 71–76). Norderstedt: Books on Demand GmbH.
A Year in which Business and eSports Games Learned to Co-exist
O'Beirne, M. (2011). A Year in which Business and eSports Games Learned to Co-exist. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 24–28). Norderstedt: Books on Demand GmbH.
Toward a multidimensional streaming: A thematic case study of two Twitch channels
Obreja, D. M. (2021). Toward a multidimensional streaming: A thematic case study of two Twitch channels. New Media & Society, 14614448211020692.
Aquí Empiezan Tus Sueños: Alcanza El Éxito En Lo Que Te Propongas
Ocelote. (2015). Aquí Empiezan Tus Sueños: Alcanza El Éxito En Lo Que Te Propongas. Ediciones Martínez Roca.
Cross-cultural comparison of interactive streaming services: Evidence from Twitch
Oh, S., Kim, J., Ji, H., Park, E., Han, J., Ko, M., & Lee, M. (2020). Cross-cultural comparison of interactive streaming services: Evidence from Twitch. Telematics and Informatics, 55, 101434.
Oh, S., Kim, J., Ji, H., Park, E., Han, J., Ko, M., & Lee, M.
The Link Between Battle Royale Games and Aggressive Feelings, Addiction, and Sense of Underachievement: Exploring eSports-Related Genres
Ohno, S. (2021). The Link Between Battle Royale Games and Aggressive Feelings, Addiction, and Sense of Underachievement: Exploring eSports-Related Genres. International Journal of Mental Health and Addiction, https://doi.org/10.1007/s11469-021-00488-0.
International Journal of Mental Health and Addiction
The link between battle royale games and aggressive feelings, addiction, and sense of underachievement: Exploring esports-related genres
Ohno, S. (2022). The link between battle royale games and aggressive feelings, addiction, and sense of underachievement: Exploring esports-related genres. International Journal of Mental Health and Addiction, 20(3), 1873-1881.
The importance of communication in esports: an ethnographic interview with a Finnish Counter-Strike: Global Offensive team
Oksala, A. (2022). The importance of communication in esports: an ethnographic interview with a Finnish Counter-Strike: Global Offensive team.
A linguistic study of language variety used on twitch. tv: desriptive and corpus-based approaches
Olejniczak, J. (2015). A linguistic study of language variety used on twitch. tv: desriptive and corpus-based approaches. Redefining community in intercultural context, 4(1), 329-334.
Redefining community in intercultural context
Warning: No safe link
The Evolution of Esports: An Analysis of Its Origin and a Look at Its Prospective Future Growth as Enhanced by Information Technology Management Tools
Olsen, A. (2015). The Evolution of Esports: An Analysis of Its Origin and a Look at Its Prospective Future Growth as Enhanced by Information Technology Management Tools. Master’s Thesis. Coventry University.
Game-Changing Event Definition and Detection in an eSports Corpus
Olshefski, E. G. (2015). Game-Changing Event Definition and Detection in an eSports Corpus. Proceedings of the 3rd Workshop on EVENTS at the NAACL-HLT 2015, 77–81.
Sports Videogames and Real-world Exercise. Sports Videogames
Olson, C. K. (2013). Sports Videogames and Real-world Exercise. Sports Videogames, 278-294 New York, NY: Routledge.
Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults
Onishi, T., Yamasaki, M., Hara, T., Hirotomi, T., & Miyazaki, R. (2022). Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults. International Journal of Environmental Research and Public Health, 19(18), 11683.
Onishi, T., Yamasaki, M., Hara, T., Hirotomi, T., & Miyazaki, R.
International Journal of Environmental Research and Public Health
StarCraft II in Western eSports: Is Television Needed?
Onofrio, M. (2011). StarCraft II in Western eSports: Is Television Needed? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 29–33). Norderstedt: Books on Demand GmbH.
"Just watching": A Qualitative Analysis of Non-Player's Motivations for Video Game Spectatorship.
Orme, S. (2021). "Just watching": A Qualitative Analysis of Non-Player's Motivations for Video Game Spectatorship. New Media & Society, 1-18.
What’s in a Name? eSports, Betting, and Gaming Law
Owens, M. (2016) What’s in a Name? eSports, Betting, and Gaming Law. Gaming Law Review, 20(7), 567-570.
Özsungur, F. (2022). eSports and eSocial Work. In Handbook of Research on Digital Violence and Discrimination Studies (pp. 1-20). IGI Global.
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture
Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7-8), 421-435.
Paaßen, B., Morgenroth, T., & Stratemeyer, M.
Le jeu vidéo comme sport en Corée du Sud
Paberz, C. (2012). Le jeu vidéo comme sport en Corée du Sud. In Hermès, No. 62, Les jeux vidéo. Quand jouer, c’est communiquer, 48-51.
Inclusion of Electronic Sports in the Olympic Games for the Right (or Wrong) Reasons
Pack, S. M., & Hedlund, D. P. (2020). Inclusion of Electronic Sports in the Olympic Games for the Right (or Wrong) Reasons. International Journal of Sport Policy and Politics, published online before print.
International Journal of Sport Policy and Politics
Are eSports only for 'youth'? How parental and educational institutionalization of eSports blur the generational lines of video game culture.
Padua, D. (2021). Are eSports only for 'youth'? How parental and educational institutionalization of eSports blur the generational lines of video game culture. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
esports athletes in brazil: history and law
Paiva, L. P., Alves Evangelista, L. D. M., & Foloni, M. L. (2022). esports athletes in brazil: history and law. Gaming Law Review, 26(2), 90-97.
Paiva, L. P., Alves Evangelista, L. D. M., & Foloni, M. L.
TwitchViz: a visualization tool for twitch chatrooms
Pan, R., Bartram, L., & Neustaedter, C. (2016). TwitchViz: a visualization tool for twitch chatrooms. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1959-1965).
CHI Conference Extended Abstracts on Human Factors in Computing Systems
E-Sports Explosion: The Birth of Esports Law or Merely a New Trend Driving Change in Traditional Sports Law?
Papaloukas, M. (2018). E-Sports Explosion: The Birth of Esports Law or Merely a New Trend Driving Change in Traditional Sports Law? In 24th IASL International Sports Law Congress.
Level of physical activity of Indonesian esport athletes in the piala Presiden esport 2019
Paramitha, S. T., Hasan, M. F., Ilsya, M. N. F., Anggraeni, L., & Gilang Ramadhan, M. (2021). Level of physical activity of Indonesian esport athletes in the piala Presiden esport 2019. Jurnal SPORTIF : Jurnal Penelitian Pembelajaran, 7(1), 71-83.
Paramitha, S. T., Hasan, M. F., Ilsya, M. N. F., Anggraeni, L., & Gilang Ramadhan, M.
Jurnal SPORTIF : Jurnal Penelitian Pembelajaran
Playing for Real: An Exploratory Analysis of Professional Esports Athletes’ Work
Paravizo, E., & Luvizoto de Souza, R. R. (2018). Playing for Real: An Exploratory Analysis of Professional Esports Athletes’ Work. IEA 2018: Proceedings of the 20th Congress fo the International Ergonomics Association: 507–515.
Paravizo, E., & Luvizoto de Souza, R. R.
Congress fo the International Ergonomics Association
Play as Work: On the Sportification of Computer Games
Pargman, D., & Svensson, D. (2019). Play as Work: On the Sportification of Computer Games. Digital Culture & Society, 5(2), 15-40.
Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters
Park, E., Lee, S., Ham, A., Choi, M., Kim, S., & Lee, B. (2021). Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, Article 331, 1–14. DOI:https://doi.org/10.1145
Park, E., Lee, S., Ham, A., Choi, M., Kim, S., & Lee, B.
Psychosocial Factors Affecting Intention to Play Esports
Park, S. (2022). Psychosocial Factors Affecting Intention to Play Esports (Doctoral dissertation, Marshall University).
https://mds.marshall.edu/cgi/viewcontent.cgi?article=2532&context=etd
Parmar, A. (2012). eSports - The Indian Perspective. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 66–71). Norderstedt: Books on Demand GmbH.
Parry, J. (2019). E-sports are Not Sports. Sport, Ethics and Philosophy, 13(1), 3-18.
Team Vs. Individual Tournaments: Evidence from Prize Structure in Esports
Parshakov, P., & Coates, D. (2016). Team Vs. Individual Tournaments: Evidence from Prize Structure in Esports.
Is Diversity Good or Bad? Evidence from eSports Teams Analysis
Parshakov, P., Coates, D., & Zavertiaeva, M. (2018). Is Diversity Good or Bad? Evidence from eSports Teams Analysis. Applied Economics, 50(47), 5064-5075.
Parshakov, P., Coates, D., & Zavertiaeva, M.
Spillover Effect in Promotion: Evidence from Video Game Publishers and eSports Tournaments
Parshakov, P., Naidenova, I., & Barajas, A. (2020). Spillover Effect in Promotion: Evidence from Video Game Publishers and eSports Tournaments. Journal of Business Research, 118, 262-270.
Parshakov, P., Naidenova, I., & Barajas, A.
Obesity and individual performance: the case of eSports
Parshakov, P., Naidenova, I., Assanskiy, A., & Nesseler, C. (2022). Obesity and individual performance: the case of eSports. International Journal of Obesity, 1-9.
Parshakov, P., Naidenova, I., Assanskiy, A., & Nesseler, C.
Does Video Games’ Popularity Affect Unemployment Rate? Evidence from Macro-Level Analysis
Parshakov, P., Paklina, S., Coates, D., & Chadov, A. (2020). Does Video Games’ Popularity Affect Unemployment Rate? Evidence from Macro-Level Analysis. Journal of Economic Studies, published online before print.
Parshakov, P., Paklina, S., Coates, D., & Chadov, A.
Testing the Contestable Market Theory in eSports
Parshakov, P., Shakina, E., & Barajas, A. (2021). Testing the Contestable Market Theory in eSports. Economic Research-Ekonomska Istrazivanja, DOI: 10.1080/1331677X.2021.1889389.
Parshakov, P., Shakina, E., & Barajas, A.
Economic Research-Ekonomska Istrazivanja
Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms
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