Optimal Sensor Position for a Computer Mouse
Kim, S., Lee, B., van Gemert, T., & Ouslavira, A. (2020). Optimal Sensor Position for a Computer Mouse. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA, 1–13. DOI:https://doi.org/10.1145/3313831.3376735
Kim, S., Lee, B., van Gemert, T., & Ouslavira, A.
A Study of Wellness Core Technology and E-Sports
Kim, Y. (2013). A Study of Wellness Core Technology and E-Sports. In IT Convergence and Security Proceedings. Piscataway, NJ: IEEE.
The Rise of E-Sports and Potential for Post-COVID Continued Growth
Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The Rise of E-Sports and Potential for Post-COVID Continued Growth. Sport in Society, published online before print.
Kim, Y. H., Nauright, J., & Suveatwatanakul, C.
A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills
Kim, Y. J., Choi, M. J., & Cha, Y. S. (2012). A Study on the Impact of E-sports Participation by Students with Mental Retardation on Their Self-Confidence and Social Skills. In Ubiquitous and Future Networks Conference Proceedings (pp. 471–475). Piscataway, NJ: IEEE.
Ubiquitous and Future Networks Conference
What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends
Kim, Y. J., Engel, D. Wooley, A. W., Lin, J. Y. T., McArthur, N., & Malone, T. W. (2017). What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends. CSCW, 2316-2329.
Kim, Y. J., Engel, D. Wooley, A. W., Lin, J. Y. T., McArthur, N., & Malone, T. W.
An Exploration of Motives in Sport Video Gaming
Kim, Y., & Ross, S. D. (2006). An Exploration of Motives in Sport Video Gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 34-46.
International Journal of Sports Marketing & Sponsorship
An Exploration of Motives in Online Sport Video Gaming
Kim, Y., Ko, Y., Lee, S. & Ross, S. D. (2007). An Exploration of Motives in Online Sport Video Gaming. Book of Abstracts of North American Society for Sport Management (NASSM), 225-226.
North American Society for Sport Management
PC video game industry: Analyzing the moderating effect of player types on the relationship between monetization offerings, challenge, social aspect, player expenditure, and player retention for selected Esports video games
Kimpo, F. L. Q., Luna, J. R. C., Sabban, P. M. F., & Yap, J. K. D. (2022). PC video game industry: Analyzing the moderating effect of player types on the relationship between monetization offerings, challenge, social aspect, player expenditure, and player retention for selected Esports video games.
Kimpo, F. L. Q., Luna, J. R. C., Sabban, P. M. F., & Yap, J. K. D.
Ramon V. Del Rosario College of Business
https://animorepository.dlsu.edu.ph/etdb_dsi/55/
Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports
Kirkegaard, E. O. W. (2018). Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports. PsyArxiv.
Developing & Proposing an Esports Undergraduate Academic Program
Kiser, C. (2022). Developing & Proposing an Esports Undergraduate Academic Program.
https://scholar.valpo.edu/gas/96/
Using Data to "Git Gud": A Push for a Player-Centric Approach to the Use of Data in Esports
Kleinman, E., & El-Nasr, M. S. (2021). Using Data to "Git Gud": A Push for a Player-Centric Approach to the Use of Data in Esports. CHI 2021, May 08-13, 2021, Yokohama, Japan.
Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning
Kleinman, E., Shergadwala, M. N., & Seif El-Nasr, M. (2022). Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning. In CHI Conference on Human Factors in Computing Systems (pp. 1-13).
Kleinman, E., Shergadwala, M. N., & Seif El-Nasr, M. (
CHI Conference on Human Factors in Computing Systems
Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports
Klíma, O. (2022). Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports. American Journal of Cultural Sociology, 10(4), 570-595.
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.
Gun Violence, eSports, and Global Crises: A Proposed Model for Sport Crisis Communication Practitioners
Knight, H. R., Hartman, K. L., & Bennett, A. (2020). Gun Violence, eSports, and Global Crises: A Proposed Model for Sport Crisis Communication Practitioners. Journal of Global Sport Management, 5(2), 223-241.
Knight, H. R., Hartman, K. L., & Bennett, A.
Towards predicting the subscription status of twitch. tv users
Kobs, K., Potthast, M., Wiegmann, M., Zehe, A., Stein, B., & Hotho, A. (2020). Towards predicting the subscription status of twitch. tv users.
Kobs, K., Potthast, M., Wiegmann, M., Zehe, A., Stein, B., & Hotho, A.
Emote-Controlled: Obtaining Implicit Viewer Feedback Through Emote-Based Sentiment Analysis on Comments of Popular Twitch.tv Channels
Kobs, K., Zehe, A., Bernstetter, A., Chibane, J., Pfister, J., Tritscher, J., & Hotho, A. (2020). Emote-controlled: obtaining implicit viewer feedback through emote-based sentiment analysis on comments of popular twitch. tv channels. ACM transactions on social computing, 3(2), 1-34.
Kobs, K., Zehe, A., Bernstetter, A., Chibane, J., Pfister, J., Tritscher, J., & Hotho, A.
Investigating Psychological Well-Beeing Levels of Teenagers Interested in Esport Career
Kocadag, M. (2019). Investigating Psychological Well-Beeing Levels of Teenagers Interested in Esport Career. Research on Education and Psychology, 3(1), 1-10.
Kocadag, M. (2021). Revealing the eSport Athlete 3.0. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 108-114). Norderstedt: Books on Demand.
‘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.
https://ijesports.org/article/23/html
Online Communication of eSports Viewers: Topic Modeling Approach
Konstantinova, K., Bulygin, D., Okopny, P., & Musabirov, I. (2018). Online Communication of eSports Viewers: Topic Modeling Approach. In A. Cheok, M. Inami & T. Romão (Eds.), ACE 2017. Advances in Computer Entertainment Technology (pp. 608–613). Cham: Springer.
Konstantinova, K., Bulygin, D., Okopny, P., & Musabirov, I.
Advances in Computer Entertainment Technology
Factors affecting streamers' loyalty to live streaming platforms
Koo, H. (2018). Factors affecting streamers' loyalty to live streaming platforms, 22nd Biennial Conference of the International Telecommunications Society (ITS): "Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea, 24th-27th June, 2018, International Telecommunications Society (ITS), Calgary
Biennial Conference of the International Telecommunications Society
Der sozialversicherungsrechtliche Status von E-Sportlern (The Status of Esports Players under Social Security Law)
Koops, C., & Nothelfer, N. (2021). Der sozialversicherungsrechtliche Status von E-Sportlern. Neue Zeitschrift für Sozialrecht, 918-922.
Koot, J. (2019). eSports Governance and Its Failures. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 20–27). Norderstedt: Books on Demand GmbH.
Analysis of the Reaction Time of eSports Players through the Gaze Tracking and Personality Trait
Koposov, D., Semenova, M., Somov, A., Lange, A., Stepanov, A., & Burnaev E. (2020). Analysis of the Reaction Time of eSports Players through the Gaze Tracking and Personality Trait. 2020 IEEE 29th International Symposium on Industrial Electronics (ISIE), Delft, Netherlands, 1560-1565.
Koposov, D., Semenova, M., Somov, A., Lange, A., Stepanov, A., & Burnaev E.
2020 IEEE 29th International Symposium on Industrial Electronics (ISIE)
Ejes para una investigación en deportes electrónicos
Kopp, J. (2017). Ejes para una investigación en deportes electrónicos. Revista Lúdicamente, 6(11).
Körber, T., & Schuchmann, J. (2016). Rechtlicher Handlungsbedarf im eSport. Stadionwelt inside.
Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games
Kordyaka, B. (2018). Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games. In Proceedings of the 39th International Conference on Information Systems (ICIS2018). San Francisco, CA.
International Conference on Information Systems
Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions
Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.
Hawaii International Conference on System Sciences
Understanding Brand Loyalty – The Case of the eSports Consumer from a Relationship Quality Perspective
Kordyaka, B., Hribersek, S., Kruse, B., & Niehaves, B. (2020). Understanding Brand Loyalty – The Case of the eSports Consumer from a Relationship Quality Perspective. Proceedings of the 4th International GamiFIN Conference 2020, 188-198.
Kordyaka, B., Hribersek, S., Kruse, B., & Niehaves, B.
To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports
Kordyaka, B., Jahn, K., & Niehaves, B. (2020). To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports. International Journal on Media Management, 22(1), 49-66.
International Journal on Media Management
Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior
Kordyaka, B., Klesel, M., & Jahn, K. (2019). Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.
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.
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. In GamiFIN (pp. 199-209).
Towards Understanding of eSports Athletes’ Potentialities: The Sensing System for Data Collection and Analysis
Korotin, A., Khromov, N., Stepanov, A., Lange, A., Burnaev, E., & Somov, A. (2019). Towards Understanding of eSports Athletes’ Potentialities: The Sensing System for Data Collection and Analysis. ArXiv
Korotin, A., Khromov, N., Stepanov, A., Lange, A., Burnaev, E., & Somov, A.
Korpimies, S. (2019). Sponsorships in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 58–73). Norderstedt: Books on Demand GmbH.
Prevalence and Risk Factors of Problematic Internet Use among Hungarian Adult Recreational Esports Players
Kósa, G., Feher, G., Horvath, L., Zadori, I., Nemeskeri, Z., Kovacs, M., ... & Tibold, A. (2022). Prevalence and Risk Factors of Problematic Internet Use among Hungarian Adult Recreational Esports Players. International Journal of Environmental Research and Public Health, 19(6), 3204.
Kósa, G., Feher, G., Horvath, L., Zadori, I., Nemeskeri, Z., Kovacs, M., Fejes, É, Meszaros, J., Bank, Z. & Tibold, A.
International Journal of Environmental Research and Public Health
The Potential of Physiological Monitoring Technologies in Esports
Koshy, A., & Koshy, G. M. (2020). The Potential of Physiological Monitoring Technologies in Esports. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/22/html
https://ijesports.org/article/22/html
Esports Transmediality: The Case Overwatch.
Koskimaa, R., Välisalo, T., Ruotsalainen, M., & Karhulahti, V.-M. (2021). Esports Transmediality: The Case Overwatch. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
Koskimaa, R., Välisalo, T., Ruotsalainen, M., & Karhulahti, V.-M.
Governance in League of Legends: A Hybrid System
Kou, Y. & Nardi, B. (2014). Governance in League of Legends: A Hybrid System. Foundations of Digital Games
Playing with Strangers: Understanding Temporary Teams in League of Legends
Kou, Y., & Gui, X. (2014). Playing with Strangers: Understanding Temporary Teams in League of Legends. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (pp. 161-169). ACM
Annual Symposium on Computer-Human Interaction in Play
Regulating Anti-social behavior on the Internet: The Example of League of Legends
Kou, Y., & Nardi, B. (2013). Regulating Anti-social behavior on the Internet: The Example of League of Legends. iConference 2013.
Esport and simracing markets–The effects of COVID-19, difficulties and opportunities
Kovács, J. M., & Szabó, Á. (2022). Esport and simracing markets–The effects of COVID-19, difficulties and opportunities. Society and Economy, 1-17.
Media Technologies and Learning in the StarCraft eSport Community
Kow, Y. M., & Young, T. (2013). Media Technologies and Learning in the StarCraft eSport Community. CSCW ’13. San Antonio, TX.
Crafting the Metagame: Connected Learning in the StarCraft 2 Community
Kow, Y. M., Young, T., & Salen Tekinbas, K. (2014). Crafting the Metagame: Connected Learning in the StarCraft 2 Community. Irvine, CA: Digital Media and Learning Research Hub.
Kow, Y. M., Young, T., & Salen Tekinbas, K.
Exploring Electronic Sports: An Interdisciplinary Approach
Kozachuk, J., Foroughi, C., Freeman, G. (2016). Exploring Electronic Sports: An Interdisciplinary Approach. In Proceedings of the 2016 Human Factors and Ergonomics Society (pp. 2118–2122).
Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers
Kraemer, W. J., Caldwell, L. K., Post, E. M., Beeler, M. K., Emerson, A., Volek, J. S., ... & Onate, J. A. (2022). Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers. Journal of Strength and Conditioning Research, 36(10), 2671-2675.
Kraemer, W. J., Caldwell, L. K., Post, E. M., Beeler, M. K., Emerson, A., Volek, J. S., ... & Onate, J. A.
Journal of Strength and Conditioning Research
“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.
https://lup.lub.lu.se/luur/download?func=downloadFile&recordOId=9090088&fileOId=9090092
Repeating the Digital Dividend? Sport Marketing's Move into Esports: Insights from Germany.
Kramer, K., Wagner, D., & Scheck, B. (2021). Repeating the Digital Dividend? Sport Marketing's Move into Esports: Insights from Germany. European Journal of International Management, 15(2/3), 339-366.
European Journal of International Management
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.
Esports meets human-computer interaction
Kriglstein, S., Martin-Niedecken, A. L., Spjut, J., Damen, N. B., Türkay, S., & Drachen, A. (2022). Esports meets human-computer interaction. Interactions, 29(3), 42-47.
Kriglstein, S., Martin-Niedecken, A. L., Spjut, J., Damen, N. B., Türkay, S., & Drachen, A.
Be Part Of It: Spectator Experience in Gaming and Esports
Kriglstein, S., Wallner, G., Charleer, S., Gerling, K., Mirza-Babei, P., Schirra, S., & Tscheligi, M. (2020). Be Part Of It: Spectator Experience in Gaming and Esports. CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 1-7.
Kriglstein, S., Wallner, G., Charleer, S., Gerling, K., Mirza-Babei, P., Schirra, S., & Tscheligi, M.
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
Guidebook for eSport fighting-game event planning: case Install 2022
Kropachev, S. (2022). Guidebook for eSport fighting-game event planning: case Install 2022.
https://www.theseus.fi/bitstream/handle/10024/781983/Kropachev_Sergey.pdf?sequence=2
Esports and its Reinforcement of Gender Divides
Kruthika, N. S. (2020). Esports and its Reinforcement of Gender Divides. Marquette Sports Law Review, 30(2), 347-369.
https://scholarship.law.marquette.edu/sportslaw/vol30/iss2/4
Kugler, L. (2022). How AI is driving the esports boom. Communications of the ACM, 65(9), 17-18.
UNDERSTANDING ESPORTS CONSUMPTION MOTIVE IN INDIA
Kumar, A., Yadav, V., & Chauhan, D. (2022). UNDERSTANDING ESPORTS CONSUMPTION MOTIVE IN INDIA.
Integrating Real-World and Virtual Experiences Through eSports-Type ‘Cheering'
Kunigita, H., & Kohda, Y. (2021). Integrating Real-World and Virtual Experiences Through eSports-Type ‘Cheering’. In International Conference on Applied Human Factors and Ergonomics (pp. 478-484). Springer, Cham.
International Conference on Applied Human Factors and Ergonomics
Value co-creation in eSports from a service ecosystem perspective
Kunz, R. E., & Roth, A. (2022). Value co-creation in eSports from a service ecosystem perspective. In Handbook on Digital Business Ecosystems. Edward Elgar Publishing.
User Acceptance of Sport-related Virtual Reality
Kunz, R., Bauhofer, M., & Mutterlein, J. (2017). User Acceptance of Sport-related Virtual Reality. EMMA Conference.
Kunz, R., Bauhofer, M., & Mutterlein, J.
Die Anwendbarkeit des technischen Arbeitsschutzrechts bei spielbezogenen eSport-Tätigkeiten (The Applicability of Technical Occupational Safety to Game-Related Esports Activities)
Kurt, S., & Nothelfer, N. (2020). Die Anwendbarkeit des technischen Arbeitsschutzrechts bei spielbezogenen eSport-Tätigkeiten. Recht der Arbeit, 211-220.
Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues.
Kuznekoff, J. H. & Rose, L. M. (2013). Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues. New Media & Society, 15(4), 541-556.
Optimal seat allocation strategy for e‐sports gaming center
Kwag, S., Lee, W. J., & Ko, Y. D. (2022). Optimal seat allocation strategy for e‐sports gaming center. International Transactions in Operational Research, 29(2), 783-804.
International Transactions in Operational Research
Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games
Kwak, H., Blackburn, J., & Han, S. (2015). Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games. Seoul: CHI.
Effects of TeaCrine®(theacrine), Dynamine™(methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game scenario
La Monica, M. B., Listman, J. B., Donovan, I., Johnson, T. E., Heeger, D. J., & Mackey, W. E. (2021). Effects of TeaCrine®(theacrine), Dynamine™(methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game scenario. Journal of Exercise and Nutrition, 4(2).
La Monica, M. B., Listman, J. B., Donovan, I., Johnson, T. E., Heeger, D. J., & Mackey, W. E.
Scambaiting as a Form of Online Video Entertainment: An Exploratory Study
Laato, S., & Rauti, S. (2020). Scambaiting as a Form of Online Video Entertainment: An Exploratory Study. In International Conference on Soft Computing and Pattern Recognition (pp. 738-748). Springer, Cham.
Conference on Soft Computing and Pattern Recognition
Live Multi-Streaming and Donation Recommendations via Coupled Donation-Response Tensor Factorization
Lai, H. C., Tsai, J. Y., Shuai, H. H., Huang, J. L., Lee, W. C., & Yang, D. N. (2020). Live Multi-Streaming and Donation Recommendations via Coupled Donation-Response Tensor Factorization. In Proceedings of the 29th ACM International Conference on Information & Knowledge Management (pp. 665-674).
Lai, H. C., Tsai, J. Y., Shuai, H. H., Huang, J. L., Lee, W. C., & Yang, D. N.
ACM International Conference on Information & Knowledge Management
The Impact of eSports Performance and Social Interaction on eSports Online Viewership and Viewer Experience
Lai, W., Wang, W., & Li, F. (2022). The Impact of eSports Performance and Social Interaction on eSports Online Viewership and Viewer Experience.
https://aisel.aisnet.org/whiceb2022/65
Laitila, O., & Rauhansalo, T. (2018). Study on eSports Industry in Finland. In Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues. University of Jyväskylä: Finland.
Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues
Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series
Lam, W. K., Chen, B., Liu, R. T., Cheung, J. C. W., & Wong, D. W. C. (2022). Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series. Biology, 11(5), 737.
Lam, W. K., Chen, B., Liu, R. T., Cheung, J. C. W., & Wong, D. W. C.
Health Risks and Musculoskeletal Problems of Smartphone-game Elite eSport Players: a Cross-sectional Descriptive Study
Lam, W. K., Liu, R. T., Chen, B., Huang, X. Z., Yi, J., & Wong, D. W. C. (2022). Health Risks and Musculoskeletal Problems of Smartphone-game Elite eSport Players: a Cross-sectional Descriptive Study.
Lam, W. K., Liu, R. T., Chen, B., Huang, X. Z., Yi, J., & Wong, D. W. C.
How a Live Streamer's Choice in Played Game Affects Mental Health Conversations
LaMastra, N., Uttarapong, J., Gandhi, R., Cook, C. L., & Wohn, D. Y. (2020). How a Live Streamer's Choice in Played Game Affects Mental Health Conversations. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (pp. 297-300).
LaMastra, N., Uttarapong, J., Gandhi, R., Cook, C. L., & Wohn, D. Y.
Symposium on Computer-Human Interaction in Play
E-Sport im Fernsehen-Eine Analyse der Chancen eines neuen Themenfelds bei deutschen Fernsehsendern.
Lange, S. M. (2022). E-Sport im Fernsehen-Eine Analyse der Chancen eines neuen Themenfelds bei deutschen Fernsehsendern.
Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation
Lantano, F., Petruzzelli, A. M., & Panniello, U. (2022). Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation. Technological Forecasting and Social Change, 174, 121210.
Lantano, F., Petruzzelli, A. M., & Panniello, U.
Technological Forecasting and Social Change
LaPorte, D. (2016). Esport Geek Life. Bouqinbec.
The Play of Champions: Toward a Theory of Skill in eSport
Larsen, L. J. (2020). The Play of Champions: Toward a Theory of Skill in eSport. Sport, Ethics and Philosophy, published online before print.
A campus-level view of Netflix and Twitch: Characterization and performance implications
Laterman, M., Arlitt, M., & Williamson, C. (2017). A campus-level view of Netflix and Twitch: Characterization and performance implications. In 2017 International Symposium on Performance Evaluation of Computer and Telecommunication Systems (SPECTS) (pp. 1-8). IEEE.
Laterman, M., Arlitt, M., & Williamson, C.
Lauff, M. (2020). eSport im traditionellen Sportverein. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 161-174). Wiesbaden: Springer Gabler.
eSports Players: Gender-A Balance Between Community and Competition.
Law, Y.-Y. (2021). eSports Players: Gender-A Balance Between Community and Competition. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive Gaming. New York, NY: Bloomsbury Academic.
eSports: from a competition to a billion-dollar industry: Tencent Ltd case study
Le Luan, N. T., & Nguyen Ba Long, K. (2022). eSports: from a competition to a billion-dollar industry: Tencent Ltd case study.
Enhancing the Experience of Virtual Conferences in Social Virtual Environments
Le, D. A., Maclntyre, B., & Outlaw, J. (2020). Enhancing the experience of virtual conferences in social virtual environments. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 485-494). IEEE.
Application of digitalization and technology in developing digital marketing for the e-sports industry in Vietnam
Le, D. Q. (2022). Application of digitalization and technology in developing digital marketing for the e-sports industry in Vietnam.
Ping to Win?: Non-verbal Communication and Team Performance in Competitive Online Multiplayer Games
Leavitt, A., Keegan, B. C., & Clark, J. (2016). Ping to Win?: Non-verbal Communication and Team Performance in Competitive Online Multiplayer Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 4337-4350). ACM.
Hotel Amenities and Hidden Costs Associated With eSports Tourism in the Ukraine: Development of eSport Hospitality Opportunities
Lebedeva, N. A. (2021). Hotel Amenities and Hidden Costs Associated With eSports Tourism in the Ukraine: Development of eSport Hospitality Opportunities. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 371-396). IGI Global.
Lee, A. J. (2005). E-Sports as a Growing Industry. Research Report. Seoul: Samsung Economic Research Institute.
The Current State and Development Plan of e-Sports Industry
Lee, A. J. & Ko, J. M. (2005). The Current State and Development Plan of e-Sports Industry. Samsung Economic Research Institute.
Modelling Error Rates in Temporal Pointing
Lee, B., & Oulasvirta, A. (2016). Modelling Error Rates in Temporal Pointing. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). Association for Computing Machinery, New York, NY, USA, 1857–1868. DOI:https://doi.org/10.1145/2858036.2858143
Moving Target Selection: A Cue Integration Model
Lee, B., Kim, S., Oulasvirta, A., Lee, J.-I., & Park, E. (2018). Moving Target Selection: A Cue Integration Model. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, Paper 230, 1–12. DOI:https://doi.org/10.1145/3173574.3173804
Lee, B., Kim, S., Oulasvirta, A., Lee, J.-I., & Park, E.
AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization
Lee, B., Nancel, M., Kim, S., & Oulasvirta, A. (2020). AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA, 1–12. DOI:https://doi.org/10.1145/3313831.3376244
Lee, B., Nancel, M., Kim, S., & Oulasvirta, A.
The Revolution of StarCraft Network Traffic
Lee, C. (n.d.). The Revolution of StarCraft Network Traffic.
Comparison of eSports and Traditional Sports Consumption Motives
Lee, D., & Schoenstedt, L. J. (2012). Comparison of eSports and Traditional Sports Consumption Motives. Journal of Research, 6(2), 39-44.
Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games
Lee, I., Kim, S., & Lee, B. (2019). Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, Paper 560, 1–12. DOI:https://doi.org/10.1145/3290605.3300790
Esports as a Catalysator for Connected Learning: The North American Scholastic Esports Federation
Lee, J. S., & Steinkuehler, C. (2019). Esports as a Catalysator for Connected Learning: The North American Scholastic Esports Federation. XRDS, 25(4), 54-59.
Art Education in eSports: How to Incorporate Aesthetics Into the eSport Marketing Curriculum
Lee, J.-y. D., Chou, W.-h. W. (2021). Art Education in eSports: How to Incorporate Aesthetics Into the eSport Marketing Curriculum. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 222-238). IGI Global.
Factors Affecting eSports Audience Satisfaction – The Case of League of Legends
Lee, J.-Y., An, J.-W., & Lee, S.-W. (2014). Factors Affecting eSports Audience Satisfaction – The Case of League of Legends. Journal of Korea Game Society, 14(3), 35–46.
Discussion on the Consumers Motivation to Watch E-sports Game and the Follow-up Behaviors Intention
Lee, S.-S., Tan, W. P., Lin, H.-Y., Lin, C. W., & Teo, K. (2018). Discussion on the Consumers Motivation to Watch E-sports Game and the Follow-up Behaviors Intention.
Lee, S.-S., Tan, W. P., Lin, H.-Y., Lin, C. W., & Teo, K.
The Relationship between E-Sports Viewing Motives and Satisfaction: The Case of League of Legends
Lee, S., An, J., & Lee, J. (2014). The Relationship between E-Sports Viewing Motives and Satisfaction: The Case of League of Legends. In J. Strouhal (Ed.), Proceedings of International Conference on Business, Management & Corporate Social Responsibility (pp. 33–36). Batam, Indonesia: ICEHM.
International Conference on Business, Management & Corporate Social Responsibility
Sleep Characteristics and Mood of Professional Esports Athletes: A Multi-National Study
Lee, S., Bonnar, D., Roane, B., Gradisar, M., Dunican, I. C., Lastella, M., Maisey, G., & Suh, S. (2021). Sleep Characteristics and Mood of Professional Esports Athletes: A Multi-National Study. International Journal of Environmental Research and Public Health 18 (2).
Lee, S., Bonnar, D., Roane, B., Gradisar, M., Dunican, I. C., Lastella, M., Maisey, G., & Suh, S.
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
Lee, Z. (2013). eSport Mastery: Inner-Mechanics. CreateSpace Independent Publishing Platform.
CreateSpace Independent Publishing Platform
Le développement de l’eSport en France permet-il la mise en place d’une dynamique de professionnalisation des acteurs de cette industrie économique ? Le cas des joueurs professionnels d’eSport
Lefebvre, F. (2016). Le développement de l’eSport en France permet-il la mise en place d’une dynamique de professionnalisation des acteurs de cette industrie économique ? Le cas des joueurs professionnels d’eSport. Master’s thesis. Université Paris Sud Saclay, Orsay-Ville.