skip to main content
research-article

Definitions of Esports: A Systematic Review and Thematic Analysis

Authors Info & Claims
Published:31 October 2022Publication History
Skip Abstract Section

Abstract

The esports market has been growing exponentially has been growing exponentially with much interest from industry and academia. Perhaps because of this growth, there is a lack of agreement on what esports actually encompasses. We conducted a systematic review of 461 peer reviewed, full papers that provide a definition of esports. Findings highlighted the growth of the esports field across different domains, and increasing global interest in esports, but a lack of consensus regarding definition of the term. Through thematic analysis we identified nine dimensions across esports definitions. We critically assess these dimensions in terms of their representativeness and utility in describing the multifaceted nature of esports. Our work may help create a shared understanding of what esports is- and is not-capturing a diversity of experiences within organized competitive gaming and supporting continued research growth in this increasingly important domain.

Skip Supplemental Material Section

Supplemental Material

References

  1. Aarseth, E. et al. 2017. Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of Behavioral Addictions. 6, 3 (2017), 267--270. DOI:https://doi.org/10.1556/2006.5.2016.088.Google ScholarGoogle ScholarCross RefCross Ref
  2. Abanazir, C. 2019. E-sport and the EU: the view from the English Bridge Union. The International Sports Law Journal. 18, 3 (2019), 102--113. DOI:https://doi.org/10.1007/s40318-018-0139--6.Google ScholarGoogle ScholarCross RefCross Ref
  3. Abbasi, A., Nisar, S., Rehman, U. and Ting, D. 2020. Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports. Frontiers in Psychology. 11, (2020), 1831. DOI:https://doi.org/10.3389/fpsyg.2020.01831.Google ScholarGoogle Scholar
  4. Abbasi, A.Z., Asif, M., Hollebeek, L.D., Ul Islam, J., Ting, D.H. and Rehman, U. 2021. The effects of consumer esports videogame engagement on consumption behaviors. Journal of Product and Brand Management. 30, 8 (2021), 1194--1211. DOI:https://doi.org/10.1108/JPBM-04--2020--2839.Google ScholarGoogle ScholarCross RefCross Ref
  5. About NACE: 2021. https://nacesports.org/.Google ScholarGoogle Scholar
  6. Abramov, S., Korotin, A., Somov, A., Burnaev, E., Stepanov, A., Nikolaev, D. and Titova, M. 2021. Analysis of Video Game Players' Emotions and Team Performance: an eSports Tournament Case Study. IEEE Journal of Biomedical and Health Informatics. (2021). DOI:https://doi.org/10.1109/JBHI.2021.3119202.Google ScholarGoogle Scholar
  7. Abreu Freitas, B.D., Contreras-Espinosa, R.S. and Pereira Correia, P.Á. 2021. A Model of the Threats that Disreputable Behavior Present to Esports Sponsors. Contemporary Management Research. 17, 1 (2021), 27--64. DOI:https://doi.org/10.7903/cmr.20779.Google ScholarGoogle ScholarCross RefCross Ref
  8. Adinolf, S. and Turkay, S. 2018. Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies. CHI PLAY '18 Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (New York, NY, United States, 2018), 365--372.Google ScholarGoogle Scholar
  9. Aghey, C. 2020. Integration of eSports in the structure of Ifs: disruption or continuity? International Sports Law Journal. 20, 3--4 (2020), 120--125. DOI:https://doi.org/10.1007/s40318-020-00175--7.Google ScholarGoogle ScholarCross RefCross Ref
  10. Ahmad, S., Bryant, A., Kleinman, E., Teng, Z., Nguyen, T.H.D. and El-Nasr, M.S. 2019. Modeling Individual and Team Behavior through Spatio-temporal Analysis. CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play (New York, NY, United States, 2019), 601--612.Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Ahn, J., Collis, W. and Jenny, S. 2020. The one billion dollar myth: Methods for sizing the massively undervalued esports revenue landscape. International Journal of Esports. 1, 1 (2020).Google ScholarGoogle Scholar
  12. Akkaya, S., Sen, B.G. and Kapidere, M. 2021. A Multi-Directional Assessment Related to E-Sports as A New Game Experience Field and Socialising Tool. Yeni Bir Oyun Deneyim Alani ve Sosyallesme Araci Olarak E-Spor'a Iliskin Çok Yönlü Bir Inceleme. 25, 3 (2021), 968--988. DOI:https://doi.org/10.53487/ataunisosbil.944458.Google ScholarGoogle Scholar
  13. Alharthi, S.A., Raptis, G.E., Katsini, C., Dolgov, I., Nacke, L.E. and Toups, Z.O. 2021. Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay. ACM Transactions on Computer-Human Interaction. 28, 4 (2021), 1--49. DOI:https://doi.org/10.1145/3445792.Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Amor, J.S.C., Alguacil, M. and Gómez-Tafalla, A.M. 2022. Gender influence on brand recommendation at an esports event. Journal of Physical Education and Sport. 22, 1 (2022), 231--238. DOI:https://doi.org/10.7752/jpes.2022.01030.Google ScholarGoogle Scholar
  15. Anderson, C.G., Tsaasan, A.M., Reitman, J., Lee, J.S., Wu, M., Steel, H., Turner, T. and Steinkuehler, C. 2018. Understanding esports as a STEM career ready curriculum in the wild. 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (2018), 1--6.Google ScholarGoogle ScholarCross RefCross Ref
  16. Anderson, D., Sweeney, K., Pasquini, E., Estes, B. and Zapalac, R. 2021. An exploration of esports consumer consumption patterns, fandom, and motives. International Journal of eSports Research (IJER). 1, 1 (2021), 1--18. DOI:https://doi.org/10.4018/IJER.20210101.oa3.Google ScholarGoogle ScholarCross RefCross Ref
  17. Andre, T.L., Walsh, S.M., Valladao, S. and Cox, D. 2020. Physiological and Perceptual Response to a Live Collegiate Esports Tournament. International Journal of Exercise Science. 13, 6 (2020), 1418--1429.Google ScholarGoogle Scholar
  18. Ani., R., Harikumar, V., Devan, A.K. and Deepa, O.S. 2019. Victory prediction in League of Legends using Feature Selection and Ensemble methods. 2019 International Conference on Intelligent Computing and Control Systems (ICCS) (2019), 74--77.Google ScholarGoogle ScholarCross RefCross Ref
  19. Atalay, A. and Topuz, A.C. 2018. What Is Being Played in the World? Mobile eSport Applications. Universal Journal of Educational Research. 6, 6 (2018), 1243--1251. DOI:https://doi.org/10.13189/ujer.2018.060615.Google ScholarGoogle ScholarCross RefCross Ref
  20. Ayas, E.B. 2020. Comparison of the Attitudes towards Learning with the Participation Motivation Level in E-Sports Players. African Educational Research Journal. 8, 1 (2020), 83--89. DOI:https://doi.org/10.30918/AERJ.81.20.009.Google ScholarGoogle ScholarCross RefCross Ref
  21. Aziz, N., Nordin, M.J., Abdulkadir, S.J. and Salih, M.M.M. 2021. Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health. Electronics. 10, 9 (2021), 996. DOI:https://doi.org/10.3390/electronics10090996.Google ScholarGoogle ScholarCross RefCross Ref
  22. Bafna, P. 2020. Challenges to the Anti-Doping Regulations in Esports. Journal for Sports Law, Policy & Governance. 2, (2020), 133.Google ScholarGoogle Scholar
  23. Bahrilli, T., Hamiyet, Y. and Çakir, Y.N. 2020. Determining The health problems of electronic athletes. Journal of Empirical Economics and Social Sciences. 2, 1 (2020), 42--58.Google ScholarGoogle Scholar
  24. Baker, B. and Pizzo, A. 2021. Unpacking Nuance among Esports Consumers: Market Partitions within Esports based on Social Media Analytics. International Journal of Esports. 1, 1 (2021).Google ScholarGoogle Scholar
  25. Baltezarevic, B. and Baltezarevic, V. 2019. eSports as a new playground. Facta Universitatis: Series Physical Education & Sport. 17, 1 (2019), 23--30. DOI:https://doi.org/10.22190/FUPES190303005B.Google ScholarGoogle ScholarCross RefCross Ref
  26. Baltezarevic, R. and Baltezarevic, B. 2018. The impact of video games on the formation of eSports. Facta Universitatis: Series Physical Education & Sport. 16, 1 (2018), 137--147. DOI:https://doi.org/10.22190/FUPES170614012B.Google ScholarGoogle ScholarCross RefCross Ref
  27. Bányai, F., Griffiths, M.D., Király, O. and Demetrovics, Z. 2019. The Psychology of Esports: A Systematic Literature Review. Journal of Gambling Studies. 35, 2 (2019), 351--365. DOI:https://doi.org/10.1007/s10899-018--9763--1.Google ScholarGoogle ScholarCross RefCross Ref
  28. Bányai, F., Zsila, Á., Griffiths, M.D., Demetrovics, Z. and Király, O. 2020. Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology. 11, (2020), 1866. DOI:https://doi.org/10.3389/fpsyg.2020.01866.Google ScholarGoogle Scholar
  29. Bányai, F., Zsila, Á., Kökönyei, G., Griffiths, M.D., Demetrovics, Z. and Király, O. 2021. The moderating role of coping mechanisms and being an e-sport player between psychiatric symptoms and gaming disorder: Online survey. JMIR mental health. 8, 3 (2021), e21115. DOI:https://doi.org/10.2196/21115.Google ScholarGoogle Scholar
  30. Barney, J., Burroughs, B. and DeSaix, A. 2021. Place, Casinos, and Esports. Gaming Law Review-Economics Regulation Compliance and Policy. 25, 10 (2021), 453--458. DOI:https://doi.org/10.1089/glr2.2021.0019.Google ScholarGoogle ScholarCross RefCross Ref
  31. Bayrakdar, A., Yildiz, Y. and Bayraktar, I. 2020. Do e-athletes move? A study on physical activity level and body composition in elite e-sports. Physical Education of Students. 24, 5 (2020), 259--264. DOI:https://doi.org/10.15561/20755279.2020.0501.Google ScholarGoogle ScholarCross RefCross Ref
  32. Behnke, M., Gross, J.J. and Kaczmarek, L.D. 2020. The role of emotions in esports performance. Emotion. (2020). DOI:https://doi.org/10.1037/emo0000903.Google ScholarGoogle Scholar
  33. Behnke, M., Kosakowski, M. and Kaczmarek, L.D. 2020. Social challenge and threat predict performance and cardiovascular responses during competitive video gaming. Psychology of Sport and Exercise. 46, (2020), 101584. DOI:https://doi.org/10.1016/j.psychsport.2019.101584.Google ScholarGoogle Scholar
  34. Benoit, J.J., Roudaia, E., Johnson, T., Love, T. and Faubert, J. 2020. The neuropsychological profile of professional action video game players. PeerJ. e10211, 8 (2020). DOI:https://doi.org/10.7717/peerj.10211.Google ScholarGoogle Scholar
  35. Beres, N.A., Frommel, J., Reid, E., Mandryk, R.L. and Klarkowski, M. 2021. Don't You Know That You're Toxic: Normalization of Toxicity in Online Gaming. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (New York, NY, United States, 2021), 1--15.Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Beres, N.A., Klarkowski, M. and Mandryk, R.L. 2021. Under Pressure: Exploring Choke and Clutch in Competitive Video Games. Proceedings of the ACM on Human-Computer Interaction. 5, (2021), 239.Google ScholarGoogle Scholar
  37. Bickmann, P., Wechsler, K., Rudolf, K., Tholl, C., Froböse, I. and Grieben, C. 2021. Comparison of reaction time between esports players of different genres and sportsmen. International Journal of eSports Research. 1, 1 (2021), 1--16. DOI:https://doi.org/10.4018/IJER.20210101.oa1.Google ScholarGoogle ScholarCross RefCross Ref
  38. Biegun, J., Edgerton, J.D. and Roberts, L.W. 2020. Measuring Problem Online Video Gaming and Its Association With Problem Gambling and Suspected Motivational, Mental Health, and Behavioral Risk Factors in a Sample of University Students. Games and Culture. (May 2020), 1555412019897524. DOI:https://doi.org/10.1177/1555412019897524.Google ScholarGoogle Scholar
  39. Block, F., Hodge, V., Hobson, S., Sephton, N., Devlin, S., Ursu, M.F., Drachen, A. and Cowling, P.I. 2018. Narrative Bytes: Data-Driven Content Production in Esports. Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video (New York, NY, USA, 2018), 29--41.Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Block, S. and Haack, F. 2021. eSports: a new industry. The 20th International Scientific Conference Globalization and its Socio-Economic Consequences 2020 (2021), 1--9.Google ScholarGoogle Scholar
  41. Blom, P.M., Bakkes, S. and Spronck, P. 2019. Towards Multi-modal Stress Response Modelling in Competitive League of Legends. 2019 IEEE Conference on Games (CoG) (London, United Kingdom, 2019), 1--4.Google ScholarGoogle Scholar
  42. Bonnar, D., Castine, B., Kakoschke, N. and Sharp, G. 2019. Sleep and Performance in eAthletes: For the win! Sleep Health. 5, 6 (2019), 647--650. DOI:https://doi.org/10.1016/j.sleh.2019.06.007.Google ScholarGoogle Scholar
  43. Bonnar, D., Lee, S., Gradisar, M. and Suh, S. 2019. Risk factors and sleep intervention considerations in esports: A review and practical guide. Sleep Medicine Research. 10, 2 (2019), 59--66. DOI:https://doi.org/10.17241/smr.2019.00479.Google ScholarGoogle ScholarCross RefCross Ref
  44. Bonny, J.W., Scanlon, M. and Castaneda, L.M. 2020. Variations in psychological factors and experience-dependent changes in team-based video game performance. Intelligence. 80, (2020), 101450. DOI:https://doi.org/10.1016/j.intell.2020.101450.Google ScholarGoogle Scholar
  45. Borowy, M. and Jin, D.Y. 2013. Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests. International Journal of Communication. 7, (2013), 2254--2274.Google ScholarGoogle Scholar
  46. Bosc, G., Kaytoue, M., Raïssi, C. and Boulicaut, J.-F. 2013. Strategic Patterns Discovery in RTS-games for E-Sport with Sequential Pattern Mining. MLSA@ PKDD/ECML (2013), 11--20.Google ScholarGoogle Scholar
  47. Bosc, G., Tan, P., Boulicaut, J.-F., Raïssi, C. and Kaytoue, M. 2017. A Pattern Mining Approach to Study Strategy Balance in RTS Games. IEEE Transactions on Computational Intelligence and AI in Games. 9, 2 (2017), 123--132. DOI:https://doi.org/10.1109/TCIAIG.2015.2511819.Google ScholarGoogle ScholarCross RefCross Ref
  48. Bozkurt-Yüksel, A.E. 2021. Intellectual Property Rights of Gamers in Esports. Esporda Oyuncularin Fikri Mülkiyet Haklari. 11, 21 (2021), 275--307.Google ScholarGoogle Scholar
  49. Brandão, A., Resende, J.S. and Martins, R. 2020. Employment of Secure Enclaves in Cheat Detection Hardening. Trust, Privacy and Security in Digital Business (2020), 48--62.Google ScholarGoogle Scholar
  50. 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 (2018), 753--781.Google ScholarGoogle Scholar
  51. Braun, V. and Clarke, V. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology. 3, 2 (2006), 77--101. DOI:https://doi.org/10.1191/1478088706qp063oa.Google ScholarGoogle ScholarCross RefCross Ref
  52. Brevers, D., King, D.L. and Billieux, J. Delineating adaptive esports involvement from maladaptive a self. Current Opinion In Psychology. 36, 141--146. DOI:https://doi.org/10.1016/j.copsyc.2020.07.025.Google ScholarGoogle Scholar
  53. Brock, T. 2017. Roger Caillois and E-Sports: On the Problems of Treating Play as Work. Games and Culture. 12, 4 (2017), 321--339. DOI:https://doi.org/10.1177/1555412016686878.Google ScholarGoogle ScholarCross RefCross Ref
  54. Brock, T. and Johnson, M. 2021. The gamblification of digital games. Journal of Consumer Culture. 21, 1 (2021), 3--13. DOI:https://doi.org/10.1177/1469540521993904.Google ScholarGoogle ScholarCross RefCross Ref
  55. Burk, D.L. 2013. Owning E-Sports: Proprietary Rights in Professional Computer Gaming. University of Pennsylvania Law Review. 161, 6 (May 2013), 1535--1578.Google ScholarGoogle Scholar
  56. Buzzelli, A. and Draper, J. 2021. Are They Athletes? A Self-Assessment of Athletic Identity Measurement and Perceived Benefits of Collegiate Esports Participants. Recreational Sports Journal. 45, 2 (2021), 117--130. DOI:https://doi.org/10.1177/15588661211033252.Google ScholarGoogle ScholarCross RefCross Ref
  57. Byrne, A.M. 2020. Using Esports to Teach Bystander Leadership and Collaboration for Students in STEM. About Campus. 25, 1 (2020), 24--27. DOI:https://doi.org/10.1177/1086482220906286.Google ScholarGoogle ScholarCross RefCross Ref
  58. Cabeza-Ramírez, L.J., Sánchez-Cañizares, S.M., Fuentes-García, F.J. and Santos-Roldán, L.M. 2022. Exploring the connection between playing video games and watching video game streaming: Relationships with potential problematic uses. Computers in Human Behavior. 128, (2022), 107130. DOI:https://doi.org/10.1016/j.chb.2021.107130.Google ScholarGoogle ScholarDigital LibraryDigital Library
  59. Canavarro, G.G., Sequeiros, J. and Fernandes, F. 2019. Game Design Decisions and Communication Theories Applied to eSports: A Literature Review. Videogame Sciences and Arts (2019), 123--135.Google ScholarGoogle Scholar
  60. Candela, J. and Jakee, K. 2018. Can ESports Unseat the Sports Industry? Some Preliminary Evidence from the United States. Choregia. 14, 2 (Jul. 2018), 55--71. DOI:https://doi.org/10.4127/ch.2018.0136.Google ScholarGoogle Scholar
  61. Carfagna, P.A. 2020. Exploring the Esports Approach of America's Three Major Leagues. Harvard Journal of Sports and Entertainment Law. 11, (2020), 115.Google ScholarGoogle Scholar
  62. Carrillo Vera, J.A., Aguado Terron, J.M. and Gomez Garcia, S. 2018. Following the trail of eSports: the multidisciplinary boom of research on the competitive practice of video games. International Journal of Gaming and Computer-Mediated Simulations. 10, 4 (2018), 42--61. DOI:https://doi.org/10.4018/IJGCMS.2018100103.Google ScholarGoogle ScholarCross RefCross Ref
  63. Carrillo Vera, J.A., Aguado Terrón, J.M., Vera, J.A.C., Terrón, J.M.A., Carrillo Vera, J.A. and Aguado Terrón, J.M. 2019. The esports ecosystem: Stakeholders and trends in a new show business. Catalan Journal of Communication and Cultural Studies. 11, 1 (2019), 3--22. DOI:https://doi.org/10.1386/cjcs.11.1.3_1.Google ScholarGoogle ScholarCross RefCross Ref
  64. Carter, M., Gibbs, M. and Arnold, M. 2015. The demarcation problem in multiplayer games: Boundary-work in EVE Online's eSport. Game Studies. 15, 1 (2015).Google ScholarGoogle Scholar
  65. Cavadenti, O., Codocedo, V., Boulicaut, J.-F. and Kaytoue, M. 2016. What did I do Wrong in my MOBA Game?: Mining Patterns Discriminating Deviant Behaviours. 2016 IEEE International Conference on Data Science and Advanced Analytics (DSAA) (New York, NY, United States, 2016), 662--671.Google ScholarGoogle ScholarCross RefCross Ref
  66. Cerqueira, M., Monteiro, D., Travassos, B. and Machado, S. 2020. E-Sports: a legitimate sport? Cuadernos de Psicología del Deporte. 20, 2 (2020), 1--3. DOI:https://doi.org/doi.org/10.6018/cpd.422831.Google ScholarGoogle Scholar
  67. Cestino-Castilla, J., Macey, J. and McCauley, B. 2021. Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism. 5th International GamiFIN Conference 2021 (2021), 190--199.Google ScholarGoogle Scholar
  68. Çetin, A. and Coskuner, M. 2021. A Conceptual Overview of E-Sports Tourism as a New Trend in the Tourism Industry. Journal of Management and Economic Studies. 3, 1 (2021), 28--34. DOI:https://doi.org/10.26677/TR1010.2021.723.Google ScholarGoogle Scholar
  69. Chan, G., Huo, Y., Kelly, S., Leung, J. and Tisdale, C. 2022. The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior. 126, (2022), e106974. DOI:https://doi.org/10.1016/j.chb.2021.106974.Google ScholarGoogle ScholarDigital LibraryDigital Library
  70. Chang, K. 2020. Study on How Intrinsic and Extrinsic Motivations Influence Chinese Online Esports Viewership. 6th International Symposium on Social Science (ISSS 2020) (2020), 45--60.Google ScholarGoogle Scholar
  71. Charleer, S., Gerling, K., Gutiérrez, F., Cauwenbergh, H., Luycx, B. and Verbert, K. 2018. Real-Time Dashboards to Support eSports Spectating. Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (New York, NY, USA, 2018), 59--71.Google ScholarGoogle ScholarDigital LibraryDigital Library
  72. Chee, F.M. and Karhulahti, V. 2020. The ethical and political contours of institutional promotion in esports: From precariat models to sustainable practices. Human Technology. 16, 2 (2020), 200--226. DOI:https://doi.org/10.17011/ht/urn.202008245642.Google ScholarGoogle ScholarCross RefCross Ref
  73. Chen, Y.Q., Mei, J. and Huang, S. 2020. Machine Learning and Data mining on the innovation of E-sports industry. International Journal of Education and Information Technologies. 14, (2020), 121--132. DOI:https://doi.org/10.46300/9109.2020.14.15.Google ScholarGoogle Scholar
  74. Chiu, W.S., Fan, T.C.M., Nam, S.B. and Sun, P.H. 2021. Knowledge Mapping and Sustainable Development of eSports Research: A Bibliometric and Visualized Analysis. Sustainability. 13, 18 (2021), 10354. DOI:https://doi.org/10.3390/su131810354.Google ScholarGoogle Scholar
  75. Cho, A., Tsaasan, A.M. and Steinkuehler, C. 2019. The building blocks of an educational esports league: Lessons from year one in orange county high schools. FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games (New York, NY, United States, 2019), 1--11.Google ScholarGoogle ScholarDigital LibraryDigital Library
  76. Choi, C. 2019. Understanding Media Consumption of Electronic Sports through Spectator Motivation, Using Three Different Segmentation Approaches: The Levels of Addiction, Passion, and Fan Identification. Sport Mont. 17, 1 (2019), 3--8. DOI:https://doi.org/10.26773/smj.190201.Google ScholarGoogle ScholarCross RefCross Ref
  77. Chung, T., Sum, S., Chan, M., Lai, E. and Cheng, N. 2019. Will esports result in a higher prevalence of problematic gaming? A review of the global situation. Journal of Behavioral Addictions. 8, 3 (2019), 384--394. DOI:https://doi.org/10.1556/2006.8.2019.46.Google ScholarGoogle ScholarCross RefCross Ref
  78. Coates, D., Parshakov, P. and Paklina, S. 2020. Do managers matter: Evidence from e-Sports. Contemporary Economic Policy. 38, 2 (2020), 304--312. DOI:https://doi.org/10.1111/coep.12442.Google ScholarGoogle ScholarCross RefCross Ref
  79. Comerford, S. 2012. International Intellectual Property Rights and the Future of Global ?E-Sports." Brooklyn Journal of International Law. 37, 2 (2012), 623--648.Google ScholarGoogle Scholar
  80. Conroy, E., Kowal, M., Toth, A.J. and Campbell, M.J. 2021. Boosting: Rank and skill deception in esports. Entertainment Computing. 36, 11 (2021), 100393. DOI:https://doi.org/10.1016/j.entcom.2020.100393.Google ScholarGoogle ScholarCross RefCross Ref
  81. Conroy, E., Toth, A.J. and Campbell, M.J. 2022. The effect of computer mouse mass on target acquisition performance among action video gamers. Applied Ergonomics. 99, (2022), 103637. DOI:https://doi.org/10.1016/j.apergo.2021.103637.Google ScholarGoogle Scholar
  82. Cortes, P., Huang, H. and Leung, A. 2021. Analysis of Legal Challenges Facing Esports in The People's Republic of China, Including The Macau SAR. Gaming Law Review: Economics, Regulation, Compliance, and Policy. 25, 10 (2021), 414--425. DOI:https://doi.org/10.1089/glr2.2021.0012.Google ScholarGoogle Scholar
  83. Cranmer, E.E., Han, D.-I.D., van Gisbergen, M. and Jung, T. 2021. Esports matrix: Structuring the esports research agenda. Computers in Human Behavior. 117, (2021), 1106671. DOI:https://doi.org/10.1016/j.chb.2020.106671.Google ScholarGoogle Scholar
  84. Crawford, G. 2015. Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames. Games and Culture. 10, 6 (2015), 571--592. DOI:https://doi.org/10.1177/1555412014566235.Google ScholarGoogle ScholarCross RefCross Ref
  85. Cumming, D.J.-J., Gibbs, M. and Smith, W. 2021. Constructing Authentic Spectatorship at an Esports Bar. Journal of Contemporary Ethnography. (2021), 08912416211031661. DOI:https://doi.org/10.1177/08912416211031661.Google ScholarGoogle Scholar
  86. Cunningham, G.B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S. and Wicker, P. 2018. eSport: Construct specifications and implications for sport management. Sport Management Review. 21, 1 (2018), 1--6. DOI:https://doi.org/10.1016/j.smr.2017.11.002.Google ScholarGoogle ScholarCross RefCross Ref
  87. Cushen, P.J., Rife, S.C. and Wann, D.L. 2019. The Emergence of a New Type of Sport Fan: Comparing the Fandom, Motivational Profiles, and Identification of Electronic and Traditional Sport Fans. Journal of Sport Behavior. 42, 2 (2019), 127--141.Google ScholarGoogle Scholar
  88. Cwil, M., Wardaszko, M., Dabrowski, K. and Chojecki, P. 2019. Empirical Studies on the Role of Matchmaking in Mobile Esports Player Engagement. Neo-Simulation and Gaming Toward Active Learning. R. Hamada, S. Soranastaporn, H. Kanegae, P. Dumrongrojwatthan, S. Chaisanit, P. Rizzi, and V. Dumblekar, eds. Springer. 269--280.Google ScholarGoogle Scholar
  89. Czegledy, P.K. 2021. Esports Intergrity Policies. Gaming Law Review: Economics, Regulation, Compliance, and Policy. 25, 4 (2021), 161--170. DOI:https://doi.org/10.1089/glr2.2020.0017.Google ScholarGoogle Scholar
  90. Dafai, S. Al 2016. Conventions within eSports: Exploring Similarities in Design. DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG (2016).Google ScholarGoogle Scholar
  91. Dahl, M., Tryding, M., Heckler, A. and Nyström, M. 2021. Quiet Eye and Computerized Precision Tasks in First-Person Shooter Perspective Esport Games. Frontiers in Psychology. 12, (2021), 676591. DOI:https://doi.org/10.3389/fpsyg.2021.676591.Google ScholarGoogle Scholar
  92. Darvin, L., Holden, J., Wells, J. and Baker, T. 2021. Breaking the glass monitor: examining the underrepresentation of women in esports environments. Sport Management Review. 24, 3 (2021), 475--499. DOI:https://doi.org/10.1080/14413523.2021.1891746.Google ScholarGoogle ScholarCross RefCross Ref
  93. Darvin, L., Vooris, R. and Mahoney, T. 2020. The playing experiences of esport participants: An analysis of treatment discrimination and hostility in esport environments. Journal of Athlete Development and Experience. 2, 1 (2020), 36--50. DOI:https://doi.org/10.25035/jade.02.01.03.Google ScholarGoogle ScholarCross RefCross Ref
  94. DeArmond, M.C., Shelton, B.E. and Hsu, Y.-C. 2022. The Gap Between Korean Esports and Educational Gaming. International Journal of Game-Based Learning (IJGBL). 12, 1 (2022), 1--12. DOI:https://doi.org/10.4018/IJGBL.287828.Google ScholarGoogle ScholarCross RefCross Ref
  95. Delello, J.A., McWhorter, R.R., Roberts, P., Dockery, H.S., De Giuseppe, T. and Corona, F. 2021. The Rise of eSports: Insights Into the Perceived Benefits and Risks for College Students. International Journal of eSports Research. 1, 1 (2021), 1--19. DOI:https://doi.org/10.4018/IJER.20210101.oa5.Google ScholarGoogle ScholarCross RefCross Ref
  96. Delfabbro, P. and King, D.L. 2020. Gaming-gambling convergence: evaluating evidence for the ?gateway" hypothesis. International Gambling Studies. 20, 3 (2020), 380--392. DOI:https://doi.org/10.1080/14459795.2020.1768430.Google ScholarGoogle ScholarCross RefCross Ref
  97. Demediuk, S., Murrin, A., Bulger, D., Hitchens, M., Drachen, A., Raffe, W.L. and Tamassia, M. 2018. Player Retention in League of Legends: A Study Using Survival Analysis. Proceedings of the Australasian Computer Science Week Multiconference (New York, NY, USA, 2018), 1--9.Google ScholarGoogle ScholarDigital LibraryDigital Library
  98. Demediuk, S., York, P., Drachen, A., Walker, J.A. and Block, F. 2019. Role Identification for Accurate Analysis in Dota 2. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2019), 130--138.Google ScholarGoogle Scholar
  99. Denoo, M., Bibert, N. and Zaman, B. 2021. Disentangling the motivational pathways of recreational esports gamblers: A laddering study. CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (New York, NY, United States, 2021), 1--15.Google ScholarGoogle ScholarDigital LibraryDigital Library
  100. Derevensky, J.L., Hayman, V. and Gilbeau, L. 2019. Behavioral Addictions: Excessive Gambling, Gaming, Internet, and Smartphone Use Among Children and Adolescents. Substance Abuse. 66, 6 (2019), 1163--1182. DOI:https://doi.org/10.1016/j.pcl.2019.08.008.Google ScholarGoogle Scholar
  101. Difrancisco-Donoghue, J., Balentine, J., Schmidt, G. and Zwibel, H. 2019. Managing the health of the eSport athlete: An integrated health management model. BMJ Open Sport and Exercise Medicine. 5, 1 (2019), e000467. DOI:https://doi.org/10.1136/bmjsem-2018-000467.Google ScholarGoogle ScholarCross RefCross Ref
  102. DiFrancisco-Donoghue, J. and Balentine, J.R. 2018. Collegiate eSport: Where do we fit in? Current Sports Medicine Reports. 17, 4 (2018), 117--118. DOI:https://doi.org/10.1249/JSR.0000000000000477.Google ScholarGoogle ScholarCross RefCross Ref
  103. DiFrancisco-Donoghue, J., Werner, W.G., Douris, P. and Zwibel, H. 2020. Esports players, got muscle? Competitive video game players' physical activity, body fat, bone mineral content, and muscle mass in comparison to matched controls. Journal of Sport and Health Science. (2020). DOI:https://doi.org/10.1016/j.jshs.2020.07.006.Google ScholarGoogle Scholar
  104. Diwanji, V., Reed, A., Ferchaud, A., Seibert, J., Weinbrecht, V. and Sellers, N. 2020. Don't just watch, join in: Exploring information behavior and copresence on Twitch. Computers in Human Behavior. 105, (2020), 106221. DOI:https://doi.org/10.1016/j.chb.2019.106221.Google ScholarGoogle ScholarDigital LibraryDigital Library
  105. Dongsheng, Y., Xiaohang, Y. and Daofeng, K. 2011. The Present Situation and Development Trend of E-sports Games in China. 2011 International Conference on Future Computer Science and Education (2011), 384--386.Google ScholarGoogle Scholar
  106. Dwan, H. 2017. What are esports? A beginner's guide. The Telegraph.Google ScholarGoogle Scholar
  107. Dykstra, R., Koutakis, P. and Hanson, N. 2021. Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers. International Journal of eSports Research (IJER). 1, 1 (2021), 1--14. DOI:https://doi.org/10.4018/IJER.288540.Google ScholarGoogle ScholarCross RefCross Ref
  108. Eggert, C., Herrlich, M., Smeddinck, J. and Malaka, R. 2015. Classification of Player Roles in the Team-Based Multi-player Game Dota 2. Entertainment Computing (ICEC 2015) (Gewerbestrasse, Cham, Switzerland, 2015), 112--125.Google ScholarGoogle ScholarDigital LibraryDigital Library
  109. Egliston, B. 2018. E-sport, phenomenality and affect. Transformations. 31 (2018), 156--176.Google ScholarGoogle Scholar
  110. Elasri-Ejjaberi, A., Rodriguez-Rodriguez, S. and Aparicio-Chueca, P. 2020. Effect of eSport sponsorship on brands: An empirical study applied to youth. Journal of Physical Education and Sport. 20, 2 (2020), 852--861. DOI:https://doi.org/10.7752/jpes.2020.02122.Google ScholarGoogle Scholar
  111. Emara, A.K., Ng, M.K., Cruickshank, J.A., Kampert, M.W., Piuzzi, N.S., Schaffer, J.L. and King, D. 2020. Gamer's Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports. Current Sports Medicine Reports. 19, 12 (2020), 537--545. DOI:https://doi.org/10.1249/JSR.0000000000000787.Google ScholarGoogle ScholarCross RefCross Ref
  112. Emmerich, K., Krekhov, A., Cmentowski, S. and Krueger, J. 2021. Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives. CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (New York, NY, USA, 2021), 1--14.Google ScholarGoogle ScholarDigital LibraryDigital Library
  113. Esic: Who We Are: 2020. https://esic.gg/about/.Google ScholarGoogle Scholar
  114. Esports, or esports, or e-sports, or eSports: Words matter for more reasons than you think: 2019. http://thesportdigest.com/2019/11/esports-or-esports-or-e-sports-or-esports-words-matter-for-more-reasons-than-you-think/.Google ScholarGoogle Scholar
  115. Esports "thrilled" with Asian Games inclusion: https://ocasia.org/news/1433-esports-thrilled-with-asian-games-inclusion.html.Google ScholarGoogle Scholar
  116. Falkenthal, E. and Byrne, A.M. 2020. Distributed Leadership in Collegiate Esports. Simulation & Gaming. (2020).Google ScholarGoogle Scholar
  117. Felczak, M. 2020. Local eSports media analyzed through the circuit of culture framework: Onet-RAS case study. Proceedings of the 4th International GamiFIN Conference, 2020 (2020), 177--187.Google ScholarGoogle Scholar
  118. Felczak, M. 2015. Narratives of Spectatorship: E-sports in Poland. New perspectives in game studies: Proceedings of the Central and Eastern European Game Studies Conference (2015), 109--124.Google ScholarGoogle Scholar
  119. Fietkiewicz, K.J. 2020. The law of live streaming: A systematic literature review and analysis of german legal framework. 22nd HCI International Conference, HCII 2020 (2020), 227--242.Google ScholarGoogle ScholarDigital LibraryDigital Library
  120. Fiore, R., Zampaglione, D., Murazzi, E., Bucchieri, F., Cappello, F. and Fucarino, A. 2020. The eSports conundrum: is the sports sciences community ready to face them? A perspective. The Journal of Sports Medicine and Physical Fitness. 12, (2020), 1591--1602. DOI:https://doi.org/10.23736/S0022--4707.20.10892--2.Google ScholarGoogle Scholar
  121. Fogt, J.S., Onate, J., Emerson, A., Kraemer, W. and Fogt, N. 2021. Visual and Ocular Characteristics of eSports Participants. Optometry and Vision Science. 98, 7 (2021), 771--776. DOI:https://doi.org/10.1097/OPX.0000000000001725.Google ScholarGoogle ScholarCross RefCross Ref
  122. Font, J.M. and Mahlmann, T. 2019. Dota 2 Bot Competition. IEEE Transactions on Games. 11, 3 (2019), 285--289. DOI:https://doi.org/10.1109/TG.2018.2834566.Google ScholarGoogle ScholarCross RefCross Ref
  123. Ford, C.M. 2017. Virtuosos on the Screen: Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (New York, NY, USA, 2017), 1935--1948.Google ScholarGoogle ScholarDigital LibraryDigital Library
  124. Freeman, G. and Wohn, D.Y. 2017. eSports as an emerging research context at CHI: Diverse perspectives on definitions. CHI Extended AbstractsCHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (New York, NY, United States, 2017), 1601--1608.Google ScholarGoogle ScholarDigital LibraryDigital Library
  125. Freeman, G. and Wohn, D.Y. 2017. eSports as An Emerging Research Context at CHI: Diverse Perspectives on Definitions. CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (New York, NY, United States, 2017), 1601--1608.Google ScholarGoogle ScholarDigital LibraryDigital Library
  126. Freeman, G. and Wohn, D.Y. 2017. Social Support in eSports: Building Emotional and Esteem Support from Instrumental Support Interactions in a Highly Competitive Environment. Proceedings of the Annual Symposium on Computer-Human Interaction in Play (New York, NY, USA, 2017), 435--447.Google ScholarGoogle ScholarDigital LibraryDigital Library
  127. Freeman, G. and Wohn, D.Y. 2019. Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work. 28, (2019), 95--126. DOI:https://doi.org/10.1007/s10606-017--9299--4.Google ScholarGoogle Scholar
  128. Freitas, B.D.A. and Contreras-Espinosa, R.S. 2021. Esports Sponsoring: The Double-Edged Sword Effect of Having a Global Audience. Videogame Sciences and Arts. (2021), 37--46.Google ScholarGoogle Scholar
  129. Friehs, M.A., Dechant, M., Vedress, S., Frings, C. and Mandryk, R.L. 2021. Shocking advantage! Improving digital game performance using non-invasive brain stimulation. International Journal of Human Computer Studies. 148, (2021), 102582. DOI:https://doi.org/10.1016/j.ijhcs.2020.102582.Google ScholarGoogle Scholar
  130. Froke, P. and Baiak, F. 2020. The Associated Press stylebook. Basic Books.Google ScholarGoogle Scholar
  131. Funk, D.C., Pizzo, A.D. and Baker, B.J. 2018. eSport management: Embracing eSport education and research opportunities. Sport Management Review. 21, 1 (2018), 7--13. DOI:https://doi.org/10.1016/j.smr.2017.07.008.Google ScholarGoogle ScholarCross RefCross Ref
  132. Gainsbury, S.M., Abarbanel, B. and Blaszczynski, A. 2017. Game on: Comparison of demographic profiles, consumption behaviours, and gambling site selection criteria of esports and sports bettors. Gaming Law Review. 21, 8 (2017), 575--587. DOI:https://doi.org/10.0.4.65/glr2.2017.21813.Google ScholarGoogle ScholarCross RefCross Ref
  133. García-Lanzo, S., Bonilla, I. and Chamarro, A. 2020. The psychological aspects of electronic sports: Tips for sports psychologists. International Journal of Sport Psychology. 51, 6 (2020), 613--625. DOI:https://doi.org/10.7352/IJSP.2020.51.613.Google ScholarGoogle Scholar
  134. García, J. and Murillo, C. 2020. Sports video games participation: what can we learn for esports? Sport, Business and Management: An International Journal. 10, 2 (2020), 169--185. DOI:https://doi.org/10.1108/SBM-01--2019-0006.Google ScholarGoogle ScholarCross RefCross Ref
  135. Gawrysiak, J., Burton, R., Jenny, S. and Williams, D. 2020. Using Esports Efficiently to Enhance and Extend Brand Perceptions - A Literature Review. Physical Culture and Sport, Studies and Research. 86, 1 (2020), 1--14. DOI:https://doi.org/10.2478/pcssr-2020-0008.Google ScholarGoogle ScholarCross RefCross Ref
  136. Ghazali, N.F., Sanat, N. and As' ari, M.A. 2021. Esports Analytics on PlayerUnknown's Battlegrounds Player Placement Prediction using Machine Learning. International Journal of Human and Technology Interaction (IJHaTI). 5, 1 (2021), 17--28.Google ScholarGoogle Scholar
  137. Ghoshal, A. 2019. Ethics in Esports. Gaming Law Review. 23, 5 (2019), 338--343. DOI:https://doi.org/10.1089/glr2.2019.2357.Google ScholarGoogle ScholarCross RefCross Ref
  138. Giakoni-Ramírez, F., Duclos_Bastías, D. and Schlüter, F. 2021. Sponsoring Esports Strategies: Brand Image and Attraction Sponsors. Turkish Online Journal of Qualitative Inquiry. 12, 10 (2021), 2137--2155.Google ScholarGoogle Scholar
  139. Goebeler, L., Standaert, W. and Xiao, X. 2021. Hybrid sport configurations: The intertwining of the physical and the digital. Proceedings of the 54th Hawaii International Conference on System Sciences. (2021), 1--10. DOI:https://doi.org/10.24251/HICSS.2021.708.Google ScholarGoogle ScholarCross RefCross Ref
  140. Goldman, M.M. and Hedlund, D.P. 2020. Rebooting content: Broadcasting sport and esports to homes during COVID-19. International Journal of Sport Communication. 13, 3 (2020), 370--380. DOI:https://doi.org/10.1123/ijsc.2020-0227.Google ScholarGoogle ScholarCross RefCross Ref
  141. Gong, D., Ma, W., Liu, T., Yan, Y. and Yao, D. 2019. Electronic-Sports Experience Related to Functional Enhancement in Central Executive and Default Mode Areas. Neural Plasticity. (2019), 1--7. DOI:https://doi.org/10.1155/2019/1940123.Google ScholarGoogle Scholar
  142. Gray, P.B., Vuong, J., Zava, D.T. and McHale, T.S. 2018. Testing men's hormone responses to playing League of Legends: No changes in testosterone, cortisol, DHEA or androstenedione but decreases in aldosterone. Computers in Human Behavior. 83, (2018), 230--234. DOI:https://doi.org/10.1016/j.chb.2018.02.004.Google ScholarGoogle ScholarDigital LibraryDigital Library
  143. Greer, N., Rockloff, M., Browne, M., Hing, N. and King, D.L. 2019. Esports Betting and Skin Gambling: A Brief History. Journal of Gambling Issues. 43, (2019), 128--146. DOI:https://doi.org/10.4309/jgi.2019.43.8.Google ScholarGoogle Scholar
  144. Greer, N., Rockloff, M.J., Russell, A.M.T. and Lole, L. 2021. Are esports bettors a new generation of harmed gamblers? A comparison with sports bettors on gambling involvement, problems, and harm. Journal of behavioral addictions. 10, 3 (2021), 435--446. DOI:https://doi.org/10.1556/2006.2021.00039.Google ScholarGoogle ScholarCross RefCross Ref
  145. Griffiths, M.D., Kuss, D.J., Lopez-Fernandez, O. and Pontes, H.M. 2017. Problematic gaming exists and is an example of disordered gaming. Journal of Behavioral Addictions. 6, 3 (2017), 296--301. DOI:https://doi.org/10.1556/2006.6.2017.037.Google ScholarGoogle ScholarCross RefCross Ref
  146. Guo, X. 2021. Research on advertising marketing in E-sports competition in china. 2020 International Conference on New Energy Technology and Industrial Development (NETID 2020) (2021), 3040.Google ScholarGoogle ScholarCross RefCross Ref
  147. Guo, Z., Cahalane, M. and Carbonie, A. 2020. Pursuit of happiness through esports: An interpretive structural approach. Proceedings of the 24th Pacific Asia Conference on Information Systems: Information Systems (IS) for the Future, PACIS 2020 (2020), 199.Google ScholarGoogle Scholar
  148. Gupta, D., Sharma, H. and Gupta, M. 2021. Doping as a barrier in universal acceptance of esports. International Journal of Sports Marketing and Sponsorship. (2021). DOI:https://doi.org/10.1108/ijsms-05--2021-0105.Google ScholarGoogle Scholar
  149. Hagiwara, G., Akiyama, D., Furukado, R. and Takeshita, S. 2020. A study on psychological training of eSports using digital games: Focusing on rhythm game. Journal of Human Sport and Exercise - 2020 - Spring Conferences of Sports Science (2020), S495--S503.Google ScholarGoogle Scholar
  150. Hagiwara, G., Iwatsuki, T., Funamori, H., Matsumoto, M., Kubo, Y., Takami, S., Okano, H. and Akiyama, D. 2021. Effect of positive and negative ions in esports performance and arousal levels. Journal of Digital Life. 1, (2021). DOI:https://doi.org/10.51015/jdl.2021.1.2.Google ScholarGoogle Scholar
  151. Hallmann, K. and Giel, T. 2018. eSports -- Competitive sports or recreational activity? Sport Management Review. 21, 1 (2018), 14--20. DOI:https://doi.org/10.1016/j.smr.2017.07.011.Google ScholarGoogle ScholarCross RefCross Ref
  152. Hamari, J. and Sjöblom, M. 2017. What is eSports and why do people watch it? Internet Research. 27, 2 (2017), 211--232. DOI:https://doi.org/10.1108/IntR-04--2016-0085.Google ScholarGoogle ScholarCross RefCross Ref
  153. Hamilton, W., Kerne, A. and Robbins, T. 2012. High-Performance Pen + Touch Modality Interactions: A Real-Time Strategy Game eSports Context. Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology (New York, NY, USA, 2012), 309--318.Google ScholarGoogle ScholarDigital LibraryDigital Library
  154. Hamilton, W.A., Garretson, O. and Kerne, A. 2014. Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (New York, NY, USA, 2014), 1315--1324.Google ScholarGoogle ScholarDigital LibraryDigital Library
  155. Harris, B.C., Hansen, J., Can, O., Rahman, M.W.U., Foxman, M., Cote, A.C. and Fickle, T. 2022. "Starting from scratch to looking really clean and professional": How students' productive labor legitimizes collegiate esports. Critical Studies in Media Communication. (2022), 1--13. DOI:https://doi.org/10.1080/15295036.2022.2030484.Google ScholarGoogle Scholar
  156. Hayday, E.J. and Collison, H. 2020. Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces. Social Inclusion. 8, 3 (2020), 197--208. DOI:https://doi.org/10.17645/si.v8i3.2755.Google ScholarGoogle ScholarCross RefCross Ref
  157. Heggem, T. 2016. It's Complicated: Analyzing the Potential for Esports Players' Unions. Arizona State Sports and Entertainment Law Journal. 6, (2016), 447.Google ScholarGoogle Scholar
  158. Hemphill, D. 2005. Cybersport. Journal of the Philosophy of Sport. 32, 2 (2005), 195--207. DOI:https://doi.org/10.1080/00948705.2005.9714682.Google ScholarGoogle ScholarCross RefCross Ref
  159. Hidayat, D.N., Sugiharto, S. and Soenyoto, T. 2020. Cirebon Gaming Esport Club Management. Journal of Physical Education and Sports. 9, 1 (2020), 39--43. DOI:https://doi.org/10.15294/jpes.v9i1.36648.Google ScholarGoogle Scholar
  160. van Hilvoorde, I., Pot, N., Hilvoorde, I. v. and Pot, N. 2016. Embodiment and fundamental motor skills in eSports. Sport Ethics and Philosophy. 10, 1 (Feb. 2016), 14--27. DOI:https://doi.org/10.1080/17511321.2016.1159246.Google ScholarGoogle ScholarCross RefCross Ref
  161. Himmelstein, D., Liu, Y. and Shapiro, J.L. 2017. An exploration of mental skills among competitive league of legend players. International Journal of Gaming and Computer-Mediated Simulations. 9, 2 (2017), 1--21. DOI:https://doi.org/10.4018/IJGCMS.2017040101.Google ScholarGoogle ScholarDigital LibraryDigital Library
  162. Hippe, R., Dornheim, J., Zeitvogel, S. and Laubenheimer, A. 2017. Evaluation of machine learning algorithms for smurf detection. Collaborative European Research Conference CERC 2017 (Karlsruhe, Germany, 2017), 65--68.Google ScholarGoogle Scholar
  163. Hodge, V., Devlin, S., Sephton, N., Block, F., Cowling, P. and Drachen, A. 2019. Win prediction in esports: Mixed-rank match prediction in multi-player online battle arena games. IEEE Transactions on Games. (2019). DOI:https://doi.org/10.1109/TG.2019.2948469.Google ScholarGoogle Scholar
  164. Hodge, V.J., Devlin, S., Sephton, N., Block, F., Cowling, P.I. and Drachen, A. 2021. Win Prediction in Multiplayer Esports: Live Professional Match Prediction. IEEE Transactions on Games. 13, 4 (2021), 368--379. DOI:https://doi.org/10.1109/TG.2019.2948469.Google ScholarGoogle ScholarCross RefCross Ref
  165. Holden, J., Kaburakis, A. and Rodenberg, R.M. 2017. The Future is Now: Esports Policy Considerations and Potential Litigation. Journal of Legal Aspects of Sport. 27, 1 (2017), 46--78. DOI:https://doi.org/10.2139/ssrn.2933506.Google ScholarGoogle ScholarCross RefCross Ref
  166. Holden, J.T. and Baker, T.A. 2019. The Econtractor? Defining the Esports Employment Relationship. American Business Law Journal. 56, 2 (2019), 391--440. DOI:https://doi.org/10.1111/ablj.12141.Google ScholarGoogle ScholarCross RefCross Ref
  167. Holden, J.T., Edelman, M. and Baker, T. 2019. A Short Treatise on Esports and the Law: How America Regulates Its Next National Pastime. University of Illinois Law Review. (2019).Google ScholarGoogle Scholar
  168. Holden, J.T., Kaburakis, A. and Rodenberg, R.M. 2018. Esports: Children, stimulants and video-gaming-induced inactivity. Journal of Paediatrics and Child Health. 54, 8 (2018), 830--831. DOI:https://doi.org/10.1111/jpc.13897.Google ScholarGoogle ScholarCross RefCross Ref
  169. Holden, J.T., Kaburakis, A. and Tweedie, J.W. 2019. Virtue(al) games-real drugs. Sport, Ethics and Philosophy. 13, 1 (2019), 19--32. DOI:https://doi.org/10.1080/17511321.2018.1459814.Google ScholarGoogle ScholarCross RefCross Ref
  170. Holden, J.T., Rodenberg, R.M. and Kaburakis, A. 2017. Esports Corruption: Gambling, Doping, and Global Governance. Maryland Journal of International Law. (2017), 236--273. DOI:https://doi.org/10.2139/ssrn.2831718.Google ScholarGoogle Scholar
  171. Hollist, K.E. 2015. Time to be grown-ups about video gaming: The rising eSports industry and the need for regulation. Arizona Law Review. 57, 3 (2015), 823--847.Google ScholarGoogle Scholar
  172. Hong, H.J. 2022. eSports: the need for a structured support system for players. European Sport Management Quarterly. (2022), 1--24. DOI:https://doi.org/10.1080/16184742.2022.2028876.Google ScholarGoogle Scholar
  173. Hou, J., Yang, X. and Panek, E. 2020. How about playing games as a career? The evolution of E-sports in the eyes of mainstream media and public relations. International Journal of Sport Communication. 13, 1 (2020), 1--21. DOI:https://doi.org/10.1123/ijsc.2019-0060.Google ScholarGoogle ScholarCross RefCross Ref
  174. Huk, T. 2019. The social context of the benefits achieved in eSport. The New Educational Review. 55, 1 (2019), 160--169. DOI:https://doi.org/10.15804/tner.2019.55.1.13.Google ScholarGoogle ScholarCross RefCross Ref
  175. Hulaj, R., Nystrom, M.B.T., Sorman, D.E., Backlund, C., Rohlcke, S. and Jonsson, B. 2020. A Motivational Model Explaining Performance in Video Games. Frontiers in Psychology. 11, (2020). DOI:https://doi.org/10.3389/fpsyg.2020.01510.Google ScholarGoogle Scholar
  176. Huston, C., Gracia B Cruz, A. and Zoppos, E. 2021. Dimensionalizing esports consumption: Alternative journeys to professional play. Journal of Consumer Culture. (2021), 1469540520982364. DOI:https://doi.org/10.1177/1469540520982364.Google ScholarGoogle Scholar
  177. Hutchins, B. 2008. Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games. New Media and Society. 10, 6 (2008), 851--869. DOI:https://doi.org/10.1177/1461444808096248.Google ScholarGoogle ScholarCross RefCross Ref
  178. Huth, C. 2021. Nutritional behaviour of (Non-) eSports players--a comparative study. Quality in Sport. 7, 2 (2021), 38--44. DOI:https://doi.org/10.12775/QS.2021.009.Google ScholarGoogle ScholarCross RefCross Ref
  179. Hüttermann, M., Trail, G.T., Pizzo, A.D. and Stallone, V. 2020. Esports Sponsorship: An Empirical Examination of Esports Consumers' Perceptions of Non-Endemic Sponsors. Journal of Global Sport Management. (2020), 1--26. DOI:https://doi.org/10.1080/24704067.2020.1846906.Google ScholarGoogle Scholar
  180. Ibrahim, F. and Lewis, L. 2020. Just a Game? Adoption of Franchising in Esports. Franchise Law Journal. 39, 3 (2020), 371--386.Google ScholarGoogle Scholar
  181. Ikenami, R.K., Da Silveira Lobo, L., Silva, É.R., Martins, P.S., Da Costa, P.G.F., Duarte, F.J. and Lipovaya, V. 2020. A method proposal to support decision-making in unstable ecosystems: application in the Brazilian eSports ecosystem case. International Journal of Technology Management. 82, 2 (2020), 172. DOI:https://doi.org/10.1504/ijtm.2020.10030059.Google ScholarGoogle ScholarCross RefCross Ref
  182. International Esports Federation: https://iesf.org/esports.Google ScholarGoogle Scholar
  183. Irwin, S. V., Naweed, A. and Lastella, M. 2021. The mind games have already started: An in-depth examination of trash talking in counter-strike: Global offensive esports using practice theory. Journal of Gaming and Virtual Worlds. 13, 2 (2021), 173--194. DOI:https://doi.org/10.1386/jgvw_00035_1.Google ScholarGoogle ScholarCross RefCross Ref
  184. Irwin, S. V and Naweed, A. 2018. BM'ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports. Games and Culture. 15, 4 (2018), 411--433. DOI:https://doi.org/10.1177/1555412018804952.Google ScholarGoogle ScholarCross RefCross Ref
  185. Iwatsuki, T., Hagiwara, G. and Dugan, M.E. 2022. Effectively optimizing esports performance through movement science principles. International Journal of Sports Science & Coaching. 17, 1 (2022), 202--207. DOI:https://doi.org/10.1177/17479541211016927.Google ScholarGoogle ScholarCross RefCross Ref
  186. Jang, W. and Byon, K.K. 2020. Antecedents and consequence associated with esports gameplay. International Journal of Sports Marketing & Sponsorship. 21, 1 (2020), 1--22. DOI:https://doi.org/10.1108/IJSMS-01--2019-0013.Google ScholarGoogle ScholarCross RefCross Ref
  187. Jang, W. and Byon, K.K. 2020. Antecedents of esports gameplay intention: Genre as a moderator. Computers in Human Behavior. 109, (2020), 106336. DOI:https://doi.org/10.1016/j.chb.2020.106336.Google ScholarGoogle Scholar
  188. Jang, W. and Byon, K.K. 2021. Investigation of eSports Playing Intention Formation: The Moderating Impact of Gender. Sport Marketing Quarterly. 30, 3 (2021), 193--206. DOI:https://doi.org/10.32731/SMQ.303.0921.03.Google ScholarGoogle ScholarCross RefCross Ref
  189. Jang, W.W., Byon, K.K., Pecoraro, J. and Tsuji, Y. 2021. Clustering Esports Gameplay Consumers via Game Experiences. Frontiers in Sports and Active Living. 3, (2021), 669999. DOI:https://doi.org/10.3389/fspor.2021.669999.Google ScholarGoogle Scholar
  190. Jasny, M. 2020. Doping in e-sports. An empirical exploration and search for sociological interpretations. Acta Universitatis Lodziensis. Folia Sociologica. 75 (2020), 85--99. DOI:https://doi.org/10.18778/0208--600X.75.06.Google ScholarGoogle ScholarCross RefCross Ref
  191. Jasny, M. 2020. Methodological Dysfunctionalism and E-sports: A New Analytical Approach Application Perspective. Studia Filologiczne UJK: Philological Studies. 33, (2020), 139--152. DOI:https://doi.org/10.25951/4267.Google ScholarGoogle Scholar
  192. Jasny, M. and Sodomirski, T. 2021. Sport-Related Aspects Of Preparation For Participation In E-sports Tournaments Based on the Game Magic: The Gathering. Tom 47, czesc 2. (2021), 117. DOI:https://doi.org/10.34768/rl.2021.v472.09.Google ScholarGoogle Scholar
  193. Jenny, S., Gawrysiak, J. and Besombes, N. 2021. Esports. edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula. International Journal of Esports. 1, 1 (2021).Google ScholarGoogle Scholar
  194. Jenny, S.E., Keiper, M.C., Taylor, B.J., Williams, D.P., Gawrysiak, J., Manning, R.D. and Tutka, P.M. 2018. eSports Venues: A New Sport Business Opportunity. Journal of Applied Sport Management. 10, 1 (2018). DOI:https://doi.org/10.18666/jasm-2018-v10-i1--8469.Google ScholarGoogle ScholarCross RefCross Ref
  195. Jenny, S.E., Manning, R.D., Keiper, M.C. and Olrich, T.W. 2017. Virtual(ly) Athletes: Where eSports Fit Within the Definition of "Sport." Quest. 69, 1 (2017), 1--18. DOI:https://doi.org/10.1080/00336297.2016.1144517.Google ScholarGoogle ScholarCross RefCross Ref
  196. Ji, Z. and Hanna, R.C. 2020. Gamers First--How Consumer Preferences Impact eSports Media Offerings. JMM International Journal on Media Management. 22, 1 (2020), 13--29. DOI:https://doi.org/10.1080/14241277.2020.1731514.Google ScholarGoogle ScholarCross RefCross Ref
  197. Jiménez-Marín, G., Madroñal, M.G. and Galiano-Coronil, A. 2021. Social Media Marketing and Gamer Events: The Case of the Launch of Apex Legends as a Model of Entrepreneurship. International Journal of Entrepreneurship. 25, (2021), 1--10.Google ScholarGoogle Scholar
  198. Jin, D.Y. 2020. Historiography of Korean Esports: Perspectives on Spectatorship. International Journal of Communication. 14, (2020), 3727--3745.Google ScholarGoogle Scholar
  199. Jin, D.Y. and Chee, F. 2008. Age of New Media Empires: A Critical Interpretation of the Korean Online Game Industry. Games and Culture. 3, 1 (2008), 38--58. DOI:https://doi.org/10.1177/1555412007309528.Google ScholarGoogle ScholarCross RefCross Ref
  200. Johnson, M.R. and Mejia, R. 2017. Making Science Fiction Real: Neoliberalism, Real-Life and Esports in Eve Online. Journal of Virtual Worlds Research. 10, 3 (2017), 1--13. DOI:https://doi.org/10.4101/jvwr.v10i3.7256.Google ScholarGoogle Scholar
  201. Johnson, M.R. and Woodcock, J. 2017. Fighting games and Go: Exploring the aesthetics of play in professional gaming. Thesis Eleven. 138, 1 (2017), 26--45. DOI:https://doi.org/10.1177/0725513616689399.Google ScholarGoogle ScholarCross RefCross Ref
  202. Johnson, M.R. and 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 (2019), 336--351. DOI:https://doi.org/10.1080/1369118X.2017.1386229.Google ScholarGoogle ScholarCross RefCross Ref
  203. Johnson, M.R. and Woodcock, J. 2021. Work, play, and precariousness: An overview of the labour ecosystem of esports. Media, Culture & Society. 43, 8 (2021), 1449--1465. DOI:https://doi.org/10.1177/01634437211011555.Google ScholarGoogle ScholarCross RefCross Ref
  204. Jonasson, K. 2016. Broadband and circuits: the place of public gaming in the history of sport. Sport, Ethics & Philosophy. 10, 1 (2016), 28--41. DOI:https://doi.org/10.1080/17511321.2016.1171250.Google ScholarGoogle ScholarCross RefCross Ref
  205. Jonasson, K. and Thiborg, J. 2010. Electronic sport and its impact on future sport. Sport in Society. 13, 2 (2010), 287--299. DOI:https://doi.org/http://dx.doi.org/10.1080/17430430903522996.Google ScholarGoogle ScholarCross RefCross Ref
  206. Jonnalagadda, A., Frosio, I., Schneider, S., McGuire, M. and Kim, J. 2021. Robust Vision-Based Cheat Detection in Competitive Gaming. Symposium on Interactive 3D Graphics and Games (I3D '21) (New York, NY, USA, 2021), 1--17.Google ScholarGoogle Scholar
  207. Julkunen, S., Raatikainen, M., Rollins, M. and Pennanen, M. 2021. Understanding the European Business Environment in Esports: An Ecosystem Perspective. Nordic Journal of Business. 70, 1 (2021), 39--58.Google ScholarGoogle Scholar
  208. Kadan, A., Li, L. and Chen, T. 2018. Modeling and analysis of features of team play strategies in eSports applications. Modern Information Technologies and IT-Education. 14, 2 (2018), 397--407. DOI:https://doi.org/10.25559/SITITO.14.201802.397--407.Google ScholarGoogle Scholar
  209. Kailash, S. and Pabalkar, D. 2021. Impact of Esports on Sports Branding and Customer Awareness. European Journal of Molecular & Clinical Medicine. 8, 3 (2021), 506--516.Google ScholarGoogle Scholar
  210. Kajastila, R., Holsti, L. and Hämäläinen, P. 2016. The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface. CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (New York, NY, United States, 2016), 758--769.Google ScholarGoogle ScholarDigital LibraryDigital Library
  211. Kane, D. and Spradley, B.D. 2017. Recognizing ESports as a Sport. The Sport Journal. (2017).Google ScholarGoogle Scholar
  212. Kang, S.-K. and Lee, J.-H. 2020. An E-Sports Video Highlight Generator Using Win-Loss Probability Model. SAC '20: Proceedings of the 35th Annual ACM Symposium on Applied Computing (New York, NY, United States, 2020), 915--922.Google ScholarGoogle Scholar
  213. Karhulahti, V.-M. 2016. Prank, troll, gross and gore: Performance issues in Esport live-streaming. DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG. 13, 1 (2016).Google ScholarGoogle Scholar
  214. Karhulahti, V.-M. 2017. Reconsidering Esport: Economics and Executive Ownership. Physical Culture & Sport. Studies & ResearchStudies & Research. 74, 1 (2017), 43--53. DOI:https://doi.org/10.1515/pcssr-2017-0010.Google ScholarGoogle ScholarCross RefCross Ref
  215. Kari, T., Siutila, M. and Karhulahti, V.-M. 2018. An Extended Study on Training and Physical Exercise in Esports. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. IGI GLOBAL. 23.Google ScholarGoogle Scholar
  216. Katona, A., Spick, R., Hodge, V., Demediuk, S., Block, F., Drachen, A. and Walker, J.A. 2019. Time to Die: Death Prediction in Dota 2 using Deep Learning. 2019 IEEE Conference on Games (CoG) (2019), 1--8.Google ScholarGoogle ScholarDigital LibraryDigital Library
  217. Kauweloa, N. and Winter, J. 2019. Taking College Esports Seriously. Proceedings of the 52nd Hawaii International Conference on System Sciences (2019), 2448--2457.Google ScholarGoogle ScholarCross RefCross Ref
  218. Kauweloa, S. and Winter, J.S. 2016. Colligiate E-sports as Work or Play. DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG. 13, 1 (2016).Google ScholarGoogle Scholar
  219. Ke, X. and Wagner, C. 2020. Global pandemic compels sport to move to esports understanding from brand extension perspective. Managing Sport and Leisure. (2020), 1--6. DOI:https://doi.org/10.1080/23750472.2020.1792801.Google ScholarGoogle Scholar
  220. Kelly, S. and Leung, J. 2021. The New Frontier of Esports and Gaming: A Scoping Meta-Review of Health Impacts and Research Agenda. Frontiers in sports and active living. 3, (2021), 640362. DOI:https://doi.org/10.3389/fspor.2021.640362.Google ScholarGoogle Scholar
  221. Kelly, S.J., Derrington, S. and Star, S. 2021. Governance challenges in esports: A best practice framework for addressing integrity and wellbeing issues. International of Sport Policy and Politics. 14, 1 (2021), 151--168. DOI:https://doi.org/10.1080/19406940.2021.1976812.Google ScholarGoogle ScholarCross RefCross Ref
  222. Kelly, S.J. and Van der Leij, D. 2020. A new frontier: Alcohol sponsorship activation through esports. Marketing Intelligence & Planning. 39, 4 (2020), 533--558. DOI:https://doi.org/10.1108/MIP-03--2020-0101.Google ScholarGoogle ScholarCross RefCross Ref
  223. Kemp, C., Pienaar, P.R. and Rae, D, E. 2020. Brace yourselves: esports is coming. South African Journal of Sports Medicine. 32, 1 (2020), 1--2. DOI:https://doi.org/10.17159/2078--516X/2020/v32i1a7596.Google ScholarGoogle ScholarCross RefCross Ref
  224. Kemp, C., Pienaar, P.R., Rosslee, D.T., Lipinska, G., Roden, L.C. and Rae, D.E. 2021. Sleep in Habitual Adult Video Gamers: A Systematic Review. Frontiers in Neuroscience. 15, (2021), 781351. DOI:https://doi.org/10.3389/fnins.2021.781351.Google ScholarGoogle Scholar
  225. Kempe-Cook, L., Sher, S.T.-H. and Su, N.M. 2019. Behind the voices: The practice and challenges of eSports casters. CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (New York, NY, United States, 2019), 1--12.Google ScholarGoogle ScholarDigital LibraryDigital Library
  226. Kendal, K., Ataç, A. and Köse, I.T. 2021. System Discomfort and Mental Toughness in E-Sport Players. The Turkish Journal on Addictions. (2021). DOI:https://doi.org/10.5152/ADDICTA.2021.21079.Google ScholarGoogle Scholar
  227. Kim, J. and Kim, M. 2020. Spectator e-sport and well-being through live streaming services. Technology in Society. 63, (2020), 101401. DOI:https://doi.org/10.1016/j.techsoc.2020.101401.Google ScholarGoogle Scholar
  228. Kim, S.H. and Thomas, M.K. 2015. A Stage theory model of professional video game players in South Korea: The socio-cultural dimensions of the development of expertise. Asian Journal of Information Technology. 14, 5 (2015), 176--186. DOI:https://doi.org/10.3923/ajit.2015.176--186.Google ScholarGoogle Scholar
  229. Kim, S.J., Kim, S.Y. and Lee, G. 2021. Learning from eSports: A review, comparison, and research agenda. Pan - Pacific Journal of Business Research. 12, 1 (2021), 61--80.Google ScholarGoogle Scholar
  230. Kim, Y. 2013. A study of wellness core technology and E-sports. 2013 International Conference on IT Convergence and Security, ICITCS 2013 (2013), 1--3.Google ScholarGoogle ScholarCross RefCross Ref
  231. Kim, Y., Choi, M.J. and 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. 2012 Fourth International Conference on Ubiquitous and Future Networks (ICUFN) (2012), 471--475.Google ScholarGoogle Scholar
  232. Kim, Y., Lee, S. and Lee, Y. 2021. Sequential Effects of Indirect, Direct, and Virtual Sport Experiences on Consumer Learning. Sport Marketing Quarterly. 30, 3 (2021), 235--246. DOI:https://doi.org/10.32731/SMQ.303.0921.06.Google ScholarGoogle ScholarCross RefCross Ref
  233. Kim, Y., Nauright, J. and Suveatwatanakul, C. 2020. The rise of E-Sports and potential for Post-COVID continued growth. Sport in Society. 23, 11 (2020), 1861--1871. DOI:https://doi.org/10.1080/17430437.2020.1819695.Google ScholarGoogle ScholarCross RefCross Ref
  234. Kobritz, J. 2015. Should eSports Be Sanctioned as an NCAA Sport? Journal of NCAA Compliance. 6 (2015), 4--5.Google ScholarGoogle Scholar
  235. Kocak, U.Z. 2022. Are eSports more than just sitting? A study comparing energy expenditure. Journal of Comparative Effectiveness Research. 11, 1 (2022), 39--45.Google ScholarGoogle ScholarCross RefCross Ref
  236. Kokkinakis, A. V. et al. 2020. DAX: Data-Driven Audience Experiences in Esports. ACM International Conference on Interactive Media Experiences (New York, NY, United States, 2020), 94--105.Google ScholarGoogle Scholar
  237. Kokkinakis, A., York, P., Patra, M., Robertson, J., Kirman, B., Coates, A., Pedrassoli Chitayat, A., Demediuk, S.P., Drachen, A. and Hook, J.D. 2021. Metagaming and metagames in Esports. International Journal of Esports. 1, 1 (2021), 1--24.Google ScholarGoogle Scholar
  238. Komatsu, M., Matsumoto, T. and Prowant, C. 2021. Learning through Esports in Innovation Practice on Electrical Technology. Procedia Computer Science. 192, (2021), 2550--2557. DOI:https://doi.org/10.1016/j.procs.2021.09.024.Google ScholarGoogle ScholarDigital LibraryDigital Library
  239. Koposov, D., Semenova, M., Somov, A., Lange, A., Stepanov, A. and 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) (2020), 1560--1565.Google ScholarGoogle ScholarCross RefCross Ref
  240. Kordyaka, B., Jahn, K. and Niehaves, B. 2020. To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports. JMM: The International Journal on Media Management. 22, 1 (2020), 49--66. DOI:https://doi.org/10.1080/14241277.2020.1732982.Google ScholarGoogle ScholarCross RefCross Ref
  241. Korotin, A., Khromov, N., Stepanov, A., Lange, A., Burnaev, E. and Somov, A. 2019. Towards understanding of eSports athletes' potentialities: The sensing system for data collection and analysis. 2019 IEEE SmartWorld, Ubiquitous Intelligence & Computing, Advanced & Trusted Computing, Scalable Computing & Communications, Cloud & Big Data Computing, Internet of People and Smart City Innovation (2019).Google ScholarGoogle Scholar
  242. Koshy, A., Cironis, L., McVey, M., Sousa, A., Ahmad, S.L., Hassan, T., Yuen, K., Douris, P.C., Zwibel, H. and DiFrancisco-Donoghue, J. 2020. An observation of common physiological parameters during esports activity. International Journal of Esports. 1, 1 (2020), 1--11.Google ScholarGoogle Scholar
  243. Koshy, A. and Koshy, G.M. 2020. The Potential of Physiological Monitoring Technologies in Esports. International Jounral of Esports. 1, 1 (2020), 1--11.Google ScholarGoogle Scholar
  244. Kou, Y. 2020. Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends. CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in Play (New York, NY, United States, 2020), 81--92.Google ScholarGoogle Scholar
  245. Kou, Y. and Gui, X. 2020. Emotion Regulation in eSports Gaming: A Qualitative Study of League of Legends. Proceedings of the ACM on Human-Computer Interaction. 4, 2 (2020), 1--25. DOI:https://doi.org/10.1145/3415229.Google ScholarGoogle ScholarDigital LibraryDigital Library
  246. Kramer, K., Wagner, D. and Scheck, B. 2021. Reaping the digital dividend? Sport marketing's move into esports: insights from Germany. European Journal of International Management. 15, 2--3 (2021), 339--366. DOI:https://doi.org/10.1504/EJIM.2021.10032384.Google ScholarGoogle Scholar
  247. Kunz, R.E., Roth, A. and Santomier, J.P. 2021. A perspective on value co-creation processes in eSports service ecosystems. Sport, Business and Management. (2021), 1--25. DOI:https://doi.org/10.1108/SBM-03--2021-0039.Google ScholarGoogle Scholar
  248. Kwag, S., Lee, W.J. and Ko, Y.D. 2020. Optimal seat allocation strategy for e-sports gaming center. International Transactions in Operational Research. (2020). DOI:https://doi.org/10.1111/itor.12809.Google ScholarGoogle Scholar
  249. Lam, A.T.W., Perera, T.P., Quirante, K.B.A., Wilks, A., Ionas, A.J. and Baxter, G.D. 2020. E-athletes' lifestyle behaviors, physical activity habits, and overall health and wellbeing: A systematic review. Physical Therapy Reviews. 25, 5--6 (2020), 449--461. DOI:https://doi.org/10.1080/10833196.2020.1843352.Google ScholarGoogle ScholarCross RefCross Ref
  250. Lazcano, A. and Avedillo, A. 2021. Equating Esports and Traditional Sports May Facilitate its Regulation Around the World. Gaming Law Review: Economics, Regulation, Compliance, and Policy. 25, 10 (2021), 459--463. DOI:https://doi.org/10.1089/glr2.2021.0016.Google ScholarGoogle Scholar
  251. Lebed, F. 2021. Physical Activity is not Necessary: The Notion of Sport as Unproductive Officialised Competitive Game. Sport, Ethics and Philosophy. 16, 1 (2021), 111--129. DOI:https://doi.org/10.1080/17511321.2021.1874044.Google ScholarGoogle ScholarCross RefCross Ref
  252. Lee, D., Cheon, W., Judge, L.W., Shin, H. and Kim, K.-O. 2012. Motives and Marketing Stimuli Affecting Esports Consumption: Cross-Cultural Perspectives. International Journal of Sport Management. 16, 1 (2012), 65--91. DOI:https://doi.org/10.1177/1555412019872389.Google ScholarGoogle Scholar
  253. Lee, S.-S., Lin, H.-L., Teo, K.H., Tan, W.P. and Lin, C.-W. 2018. Discussion on The Consumers Motivation to Watch E-sports Game and The Follow-up Behaviors Intention. ICEEL 2018: Proceedings of the 2018 2nd International Conference on Education and E-Learning (New York, NY, United States, 2018), 181--186.Google ScholarGoogle ScholarDigital LibraryDigital Library
  254. Lehnert, K., Walz, A. and Christianson, R. 2020. The booming eSports market: A field day for fans. Journal of Business Strategy. (2020), 1--7. DOI:https://doi.org/10.1108/JBS-07--2020-0159.Google ScholarGoogle Scholar
  255. Leis, O. and Lautenbach, F. 2020. Psychological and physiological stress in non-competitive and competitive esports settings: A systematic review. Psychology of Sport and Exercise. 51, (2020), 101738. DOI:https://doi.org/10.1016/j.psychsport.2020.101738.Google ScholarGoogle Scholar
  256. Leis, O., Raue, C., Dreiskämper, D. and Lautenbach, F. 2021. To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports. German Journal of Exercise and Sport Research. 51, 2 (2021), 241--247. DOI:https://doi.org/10.1007/s12662-021-00715--9.Google ScholarGoogle ScholarCross RefCross Ref
  257. Lelonek-Kuleta, B. and Bartczuk, R.P. 2021. Online Gambling Activity, Pay-to-Win Payments, Motivation to Gamble and Coping Strategies as Predictors of Gambling Disorder Among e-sports Bettors. Journal of Gambling Studies. 37, 4 (2021), 1079--1098. DOI:https://doi.org/10.1007/s10899-021--10015--4.Google ScholarGoogle ScholarCross RefCross Ref
  258. Lert-asavapatra, P. and Wangmahaporn, B. 2020. Factors Affecting to Virtual Goods Purchase Intention: Free to Play Gaming Context. 2020: International Academic Multidisciplinary Research Conference in Switzerland 2020 (West Chester Pike, PA, USA., 2020), 131--136.Google ScholarGoogle Scholar
  259. Lettieri, E. and Orsenigo, C. 2020. Predicting soccer consumption: Do eSports matter? Empirical insights from a machine learning approach. Sport, Business and Management. 10, 5 (2020), 523--544. DOI:https://doi.org/10.1108/SBM-10--2019-0093.Google ScholarGoogle ScholarCross RefCross Ref
  260. Li, L., Uttarapong, J., Freeman, G. and Wohn, D.Y. 2020. Spontaneous, Yet Studious: Esports Commentators' Live Performance and Self-Presentation Practices. Proceedings of the ACM on Human-Computer Interaction (New York, NY, United States, 2020), 1--25.Google ScholarGoogle Scholar
  261. Lim, S.-G., Jung, S.-H. and Huh, J.-H. 2021. Visual algorithm of VR e-sports for online health care. Healthcare. 9, 7 (2021), 824. DOI:https://doi.org/10.3390/healthcare9070824.Google ScholarGoogle ScholarCross RefCross Ref
  262. Lim, S.H. 2018. Electronic Football Participation vs. Traditional Football Engagements in Korea. Research in Dance and Physical Education. 2, 1 (2018), 1--15. DOI:https://doi.org/10.26584/RDPE.2018.6.2.1.1.Google ScholarGoogle ScholarCross RefCross Ref
  263. Lin, J.-H.T., Bowman, N., Lin, S.-F. and Chen, Y.-S. 2019. Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing. 31, (2019), 100309. DOI:https://doi.org/https://doi.org/10.1016/j.entcom.2019.100309.Google ScholarGoogle Scholar
  264. Lin, Z. and Zhao, Y. 2020. Self-enterprising eSports: Meritocracy, precarity, and disposability of eSports players in China. International Journal of Cultural Studies. 23, 4 (2020), 582--599. DOI:https://doi.org/10.1177/1367877920903437.Google ScholarGoogle ScholarCross RefCross Ref
  265. Lindberg, L., Nielsen, S.B., Damgaard, M., Sloth, O.R., Rathleff, M.S. and Straszek, C.L. 2020. Musculoskeletal pain is common in competitive gaming: A cross-sectional study among Danish esports athletes. BMJ Open Sport & Exercise Medicine. 6, 1 (2020), 799. DOI:https://doi.org/10.1136/bmjsem-2020-000799.Google ScholarGoogle ScholarCross RefCross Ref
  266. Lipovaya, V., Costa, P., Grillo, P., Volosiuk, A. and Sopina, A. 2019. eSports: Opportunities for Future Ergonomic Studies. IEA 2018: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018) (2019), 1937--1947.Google ScholarGoogle Scholar
  267. Liu, K. 2019. A Global Analysis into Loot Boxes: Is It ?Virtually" Gambling? Washington International Law Journal. 28, 3 (2019), 763--799.Google ScholarGoogle Scholar
  268. Lokhman, N., Karashchuk, O. and Kornilova, O. 2018. Analysis of esports as a commercial activity. Problems and Perspectives in Management. 16, 1 (2018), 207--213. DOI:https://doi.org/10.21511/ppm.16(1).2018.20.Google ScholarGoogle ScholarCross RefCross Ref
  269. Lopez-Cabarcos, M.A., Ribeiro-Soriano, D. and Pineiro-Chousa, J. 2020. All that glitters is not gold. The rise of gaming in the COVID-19 pandemic. Journal of Innovation & Knowledge. 5, 4 (2020), 289--296. DOI:https://doi.org/10.1016/j.jik.2020.10.004.Google ScholarGoogle ScholarCross RefCross Ref
  270. Lukowicz, K. and Strzelecki, A. 2020. User Satisfaction on Social Media Profile of E-sports Organization. Marketing and Management of Innovations. 4 (2020), 61--75. DOI:https://doi.org/10.21272/mmi.2020.4-05.Google ScholarGoogle ScholarCross RefCross Ref
  271. Lux, M., Halvorsen, P., Dang-Nguyen, D.-T., Stensland, H., Kesavulu, M., Potthast, M. and Riegler, M. 2019. Summarizing E-Sports Matches and Tournaments: The Example of Counter-Strike: Global Offensive. Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems (New York, NY, USA, 2019), 13--18.Google ScholarGoogle ScholarDigital LibraryDigital Library
  272. MacArthur, C., Gringberg, A., Harley, D. and Hancock, M. 2021. You're Making Me Sick: A Systematic Review of How Virtual Reality Research Considers Gender & Cybersickness. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI '21). (New York, NY, USA, 2021), 1--15.Google ScholarGoogle ScholarDigital LibraryDigital Library
  273. Macedo, T. and Falcão, T. 2020. Like a Pro: Communication, Camaraderie and Group Cohesion in the Amazonian Esports Scenario. Entertainment Computing. 34, (2020), 100354. DOI:https://doi.org/10.1016/j.entcom.2020.100354.Google ScholarGoogle Scholar
  274. Macey, J., Abarbanel, B. and Hamari, J. 2020. What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors. New Media & Society. (2020). DOI:https://doi.org/10.1177/1461444820908510.Google ScholarGoogle Scholar
  275. Macey, J. and Hamari, J. 2019. eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media and Society. 21, 1 (2019), 20--41. DOI:https://doi.org/10.1177/1461444818786216.Google ScholarGoogle ScholarCross RefCross Ref
  276. Macey, J. and Hamari, J. 2018. Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior. 80, (2018), 344--353. DOI:https://doi.org/10.1016/j.chb.2017.11.027.Google ScholarGoogle ScholarDigital LibraryDigital Library
  277. Macey, J., Tyrväinen, V., Pirkkalainen, H. and Hamari, J. 2020. Does esports spectating influence game consumption? Behaviour and Information Technology. (2020), 1--17. DOI:https://doi.org/10.1080/0144929X.2020.1797876.Google ScholarGoogle Scholar
  278. Madden, D. and Harteveld, C. 2021. Constant pressure of having to perform: Exploring player health concerns in esports. 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021 (New York, NY, United States, 2021), 1--14.Google ScholarGoogle ScholarDigital LibraryDigital Library
  279. Madden, D., Liu, X., Yu, H., Sonbudak, M.F., Troiano, G.M. and Harteveld, C. 2021. Why are you playing games? You are a girl!: Exploring gender biases in esports. 10th International Conference on Materials Processing and Characterisation, ICMPC 2020 (New York, NY, United States, 2021), 1--15.Google ScholarGoogle Scholar
  280. Malvone, N. 2020. Esports Game Changers Impact Society Following the Path of Traditional Sports. International Journal of Business Management and Commerce. 5, 2 (2020), 30--37.Google ScholarGoogle Scholar
  281. Mandryk, R.L., Frommel, J., Armstrong, A. and Johnson, D. 2020. How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing. Frontiers in Psychology. 11, (2020), Article 2165. DOI:https://doi.org/10.3389/fpsyg.2020.02165.Google ScholarGoogle Scholar
  282. Mao, E. 2021. The structural characteristics of esports gaming and their behavioral implications for high engagement: A competition perspective and a cross-cultural examination. Addictive Behaviors. 123, (2021), Article number 107056. DOI:https://doi.org/10.1016/j.addbeh.2021.107056.Google ScholarGoogle Scholar
  283. Marcelino, S.L., Leo, G. and Rafdinal, W. 2021. Esports: An Empirical Study of Factors Affecting Continuance Intention. Proceedings of the 2nd International Seminar of Science and Applied Technology (ISSAT 2021) (2021), 690--696.Google ScholarGoogle ScholarCross RefCross Ref
  284. Marta, R.F., Fernando, J., Sampurna, A., Boado Jarata, J.R. and Syarnubi, K.L. 2021. Interactivity in E-Sport Future Learning from the Choices and Attributes Perspectives of Online News. Review of International Geographical Education Online. 11, 4 (2021), 1192--1202. DOI:https://doi.org/10.33403/rigeo.8006835.Google ScholarGoogle Scholar
  285. Marta, R.F., Prasetya, A.A., Laurensia, B., Stevani, S. and Syarnubi, K.L. 2020. Imbalance Identity in E-Sports News Intersectionality on Covid-19 Pandemic Situation. Jurnal ASPIKOM. 5, 2 (2020), 206--218. DOI:https://doi.org/10.24329/aspikom.v5i2.769.Google ScholarGoogle ScholarCross RefCross Ref
  286. Martin-Niedecken, A.L., Rogers, K., Vidal, L.T., Mekler, E.D. and Segura, E.M. 2019. ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup. CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (New York, NY, United States, 2019), 1--15.Google ScholarGoogle ScholarDigital LibraryDigital Library
  287. Martin-Niedecken, A.L. and Schättin, A. 2020. Let the Body'n'Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes. Frontiers in Psychology. 11, (2020), 138. DOI:https://doi.org/10.3389/fpsyg.2020.00138.Google ScholarGoogle Scholar
  288. Martinelli, D. 2017. Skin Gambling: Have we Found the Millennial Goldmine or Imminent Trouble? Gaming Law Review. 21, 8 (2017), 557--565. DOI:https://doi.org/10.1089/glr2.2017.21814.Google ScholarGoogle ScholarCross RefCross Ref
  289. Martinelli, J. 2019. The Challenges of Implementing a Governing Body for Regulating ESports. International & Comparative Law Review. 26, 2 (2019), 499--523.Google ScholarGoogle Scholar
  290. Martoncik, M. 2015. E-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior. 48, (2015), 208--211. DOI:https://doi.org/10.1016/j.chb.2015.01.056.Google ScholarGoogle ScholarDigital LibraryDigital Library
  291. Masala, D. and Iona, T. 2018. The Psycho-pedagogic Value of Video Games and E-sports. Senses and Sciences. 5, 4 (2018), 676--683. DOI:https://doi.org/10.14616/SANDS-2018--5--676683.Google ScholarGoogle Scholar
  292. Mateo-Orcajada, A., Abenza-Cano, L. and Vaquero-Cristóbal, R. 2022. Analyzing the changes in the psychological profile of professional League of Legends players during competition. Computers in Human Behavior. 126, (2022), e107030. DOI:https://doi.org/10.1016/j.chb.2021.107030.Google ScholarGoogle ScholarDigital LibraryDigital Library
  293. Mathonat, R., Boulicaut, J.F. and Kaytoue, M. 2020. A Behavioral Pattern Mining Approach to Model Player Skills in Rocket League. 2020 IEEE Conference on Games (CoG) (2020), 267--274.Google ScholarGoogle ScholarCross RefCross Ref
  294. Matsui, A., Sapienza, A. and Ferrara, E. 2019. Does Streaming Esports Affect Players' Behavior and Performance? Games and Culture. 15, 1 (2019), 9--31. DOI:https://doi.org/10.1177%2F1555412019838095.Google ScholarGoogle ScholarCross RefCross Ref
  295. Matuszewski, P., Dobrowolski, P. and Zawadzki, B. 2020. The Association Between Personality Traits and eSports Performance. Frontiers in Psychology. 11, (2020), 1490--1490. DOI:https://doi.org/10.3389/fpsyg.2020.01490.Google ScholarGoogle Scholar
  296. McCutcheon, C. and Hitchens, M. 2020. eSport and the exploitation of digital labour. The Journal of Fandom Studies. 8, 1 (2020), 65--81. DOI:https://doi.org/10.1386/jfs_00010_1.Google ScholarGoogle ScholarCross RefCross Ref
  297. McCutcheon, C., Hitchens, M. and Drachen, A. 2018. eSport vs irlSport. ACE 2017: Advances in Computer Entertainment Technology (Cham, Switzerland, 2018), 531--542.Google ScholarGoogle Scholar
  298. McGee, C. and Ho, K. 2021. Tendinopathies in video gaming and esports. Frontiers in Sports and Active Living. 3, (2021), 689371. DOI:https://doi.org/10.3389/fspor.2021.689371.Google ScholarGoogle Scholar
  299. McGinniss, K.T., Goutos, D. and Tuakli-Wosornu, Y.A. 2020. Diversifying Diversity, Equity, and Inclusion in American College Athletics: The Case for Adaptive (And Other Non-Traditional) Sports. Sport Journal. (2020).Google ScholarGoogle Scholar
  300. McLeod, C.M., Xue, H. and Newman, J.I. 2021. Opportunity and inequality in the emerging esports labor market. International Review for the Sociology of Sport. (2021), 10126902211064092. DOI:https://doi.org/10.1177/10126902211064093.Google ScholarGoogle Scholar
  301. Meaning of e-sport in English: https://www.lexico.com/definition/e-sport.Google ScholarGoogle Scholar
  302. Meier, M., Maier, C., Mattke, J. and Weitzel, T. 2020. Esports: Explaining Willingness to Pay for Streaming Services. Communications of the Association for Information System. (2020), 556--577.Google ScholarGoogle Scholar
  303. Melentev, N., Somov, A., Burnaev, E., Strelnikova, I., Melenteva, E. and Menshchikov, A. 2020. ESports Players Professional Level and Tiredness Prediction using EEG and Machine Learning. Proceedings of IEEE Sensors (2020), 1--4.Google ScholarGoogle Scholar
  304. Meng-Lewis, Y., Wong, D., Zhao, Y. and Lewis, G. 2020. Understanding complexity and dynamics in the career development of eSports athletes. Sport Management Review. (2020), 1--17. DOI:https://doi.org/10.1016/j.smr.2020.08.003.Google ScholarGoogle Scholar
  305. Micallef, D., Brennan, L., Parker, L., Schivinski, B. and Jackson, M. 2021. Where Do Online Games Fit into the Health Behaviour Ecology of Emerging Adults: A Scoping Review. Nutrients. 13, 8 (2021), 2895. DOI:https://doi.org/10.3390/nu13082895.Google ScholarGoogle ScholarCross RefCross Ref
  306. Milic, M.K. 2020. E-sport during the covid 19 pandemic and its negative impact on child health. Sportske Nauke i Zdravlje. 10, 2 (2020), 193--199. DOI:https://doi.org/10.7251/SSH2002193M.Google ScholarGoogle Scholar
  307. Miroff, M. 2019. Tiebreaker: An Antitrust Analysis of Esports. Columbia Journal of Law & Social Problems. 52, 2 (2019), 177--233.Google ScholarGoogle Scholar
  308. Mizumatsu, Y., Oda, R. and Kajinami, T. 2018. A User Interface to Visualize the Viewing Tendencies of e-Sports Players. 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE) (New York, NY, United States, 2018), 663--664.Google ScholarGoogle ScholarCross RefCross Ref
  309. Moll, P., Lux, M., Theuermann, S. and Hellwagner, H. 2018. A Network Traffic and Player Movement Model to Improve Networking for Competitive Online Games. 2018 16th Annual Workshop on Network and Systems Support for Games (NetGames) (2018), 1--6.Google ScholarGoogle ScholarCross RefCross Ref
  310. Molnár, A., Sánta, J. and Ráthonyi, G.G. 2020. Examination of the Hungarian esport ecosystem throgh international examples. Applied Studies in Agribusiness and Commerce. 14, 1--2 (2020), 96--101.Google ScholarGoogle ScholarCross RefCross Ref
  311. Mora-Cantallops, M. and Sicilia, M.Á. 2019. Team efficiency and network structure: The case of professional League of Legends. Social Networks. 58, (2019), 105--115. DOI:https://doi.org/10.1016/j.socnet.2019.03.004.Google ScholarGoogle Scholar
  312. Moral, R.C.B., Paulus, G.B., Assunção, J.V.C. and Silva, L.A.L. 2020. Investigating Case Learning Techniques for Agents to Play the Card Game of Truco. 2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) (2020), 107--116.Google ScholarGoogle ScholarCross RefCross Ref
  313. Murakami, K. and Miyachi, H. 2021. A Study on the Impact of High Refresh-Rate Displays on Scores of eSports. International Conference on Network-Based Information Systems (2021), 283--288.Google ScholarGoogle Scholar
  314. Murakami, K., Miyashita, K. and Miyachi, H. 2020. A Study on the Relationship Between Refresh-Rate of Display and Reaction Time of eSports. International Conference on P2P, Parallel, Grid, Cloud and Internet Computing (2020), 339--347.Google ScholarGoogle Scholar
  315. Murray, S., Birt, J. and Blakemore, S. 2020. eSports diplomacy: towards a sustainable "gold rush." Sport in Society. (2020), 1--20. DOI:https://doi.org/10.1080/17430437.2020.1826437.Google ScholarGoogle Scholar
  316. Musabirov, I., Bulygin, D., Okopny, P. and Sirotkin, A. 2017. Deconstructing Cosmetic Virtual Goods Experiences in Dota 2. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (New York, NY, USA, 2017), 2054--2058.Google ScholarGoogle ScholarDigital LibraryDigital Library
  317. Musick, G., Zhang, R., McNeese, N.J., Freeman, G. and Hridi, A.P. 2021. Leveling Up Teamwork in Esports: Understanding Team Cognition in a Dynamic Virtual Environment. Proceedings of the ACM on Human-Computer Interaction (New York, NY, United States, 2021), 1--30.Google ScholarGoogle Scholar
  318. Myers, B. 2017. Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games. Games and Culture. 14, 7--8 (2017), 763--780. DOI:https://doi.org/10.1177/1555412017732855.Google ScholarGoogle Scholar
  319. Nagorsky, E. and Wiemeyer, J. 2020. The structure of performance and training in esports. PLoS ONE. 16, 4 (2020), e0250316. DOI:https://doi.org/10.1371/journal.pone.0250316.Google ScholarGoogle Scholar
  320. Naraine, M.L. 2021. Actually, Esports Is Sport: A Response to Parry's (2019) Misguided View. Sports Innovation Journal. 2, (2021), 33--44. DOI:https://doi.org/10.18060/24812.Google ScholarGoogle Scholar
  321. Naweed, A., Irwin, S. V. and Lastella, M. 2020. Varieties of (Un)sportsmanlike Conduct in the FPS Esports Genre: A Taxonomic Classification of "Esportsmanship.' Journal of Global Sport Management. (2020), 1--21. DOI:https://doi.org/10.1080/24704067.2020.1846907.Google ScholarGoogle Scholar
  322. Neus, F. 2020. Differences and similarities in motivation for offline and online eSports event consumption. Proceedings of the 52nd Hawaii International Conference on System Sciences (2020), 79--99.Google ScholarGoogle Scholar
  323. Newzoo 2020. 2020 Global Esports Market Report.Google ScholarGoogle Scholar
  324. Nielsen, R.K.L., Hanghøj, T., Boller, M. and Mollerup, P. 2021. Teaching Esports to Young Students with Autism: Exploring Pedagogical Possibilities and Challenges. FDG'21: The 16th International Conference on the Foundations of Digital Games (FDG) 2021 (2021), 1--8.Google ScholarGoogle ScholarDigital LibraryDigital Library
  325. Nikas, I.A. and Poulaki, I. 2021. eSports Tourism: Sports Tourism in a Modern Tourism Environment. Culture and Tourism in a Smart, Globalized, and Sustainable World (2021), 105--115.Google ScholarGoogle Scholar
  326. Noriya, W., To-aj, O., Jarueksil, S., Muendech, S. and Srichaisawat, P. 2021. The Direction of Promoting Esport Industry in Thailand. Annals of Applied Sport Science. 9, 3 (2021), e1027. DOI:https://doi.org/10.52547/aassjournal.1027.Google ScholarGoogle Scholar
  327. Novak, A.R., Bennett, K.J., Pluss, M.A. and Fransen, J. 2020. Performance analysis in esports: Modelling performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching. 15, 5--6 (2020), 809--817. DOI:https://doi.org/10.1177/1747954120932853.Google ScholarGoogle ScholarCross RefCross Ref
  328. 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 (2015), 105--132.Google ScholarGoogle Scholar
  329. Ohrankammen, J., Alavesa, P. and Arhippainen, L. 2021. Approaching Collaborative Flow in Collaborative Gaming, a Survey Study. 2021 30th Conference of Open Innovations Association FRUCT (2021), 148--154.Google ScholarGoogle ScholarCross RefCross Ref
  330. Olshefski, E. 2015. Game-Changing Event Definition and Detection in an eSports Corpus. Proceedings of the The 3rd Workshop on EVENTS: Definition, Detection, Coreference, and Representation (Denver, Colorado, 2015), 77--81.Google ScholarGoogle ScholarCross RefCross Ref
  331. Orme, S. 2021. "Just watching": A qualitative analysis of non-players' motivations for video game spectatorship. New Media & Society. (2021), 1461444821989350. DOI:https://doi.org/10.1177/1461444821989350.Google ScholarGoogle Scholar
  332. Pack, S.M. and 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. 12, 3 (2020), 485--495. DOI:https://doi.org/10.1080/19406940.2020.1801796.Google ScholarGoogle ScholarCross RefCross Ref
  333. Page, M.J. et al. 2021. The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. International Journal of Surgery. 88, (2021), 105906. DOI:https://doi.org/10.1016/j.ijsu.2021.105906.Google ScholarGoogle Scholar
  334. Palanichamy, T., Sharma, M.K., Sahu, M. and Kanchana, D.M. 2020. Influence of Esports on stress: A systematic review. Industrial Psychiatry Journal. 29, 2 (2020), 191--199. DOI:https://doi.org/10.4103/ipj.ipj_195_20.Google ScholarGoogle ScholarCross RefCross Ref
  335. Pantelic, N., Milo?evic, M. and Ilic, R. 2021. Electronic Sports as a Research Subject in the Biophysical Branch of Sport Sciences. Sinteza 2021 - International Scientific Conference on Information Technology and Data Related Research (2021), 287--292.Google ScholarGoogle Scholar
  336. Paravizo, E. and de Souza, R.L.R. 2021. Towards Improving Esports' Working Conditions: Insights on Role of a Professional Players' Association. 21st Congress of the International Ergonomics Association (2021), 755--761.Google ScholarGoogle Scholar
  337. Parry, J. 2019. E-sports are Not Sports. Sport, Ethics & Philosophy. 13, 1 (2019), 3--18. DOI:https://doi.org/10.1080/17511321.2018.1489419.Google ScholarGoogle ScholarCross RefCross Ref
  338. Parshakov, P., Coates, D. and Zavertiaeva, M. 2018. Is diversity good or bad? Evidence from eSports teams analysis. Applied Economics. 50, 47 (2018), 5064--5075. DOI:https://doi.org/10.1080/00036846.2018.1470315.Google ScholarGoogle ScholarCross RefCross Ref
  339. Parshakov, P., Naidenova, I. and Barajas, A. 2020. Spillover effect in promotion: Evidence from video game publishers and eSports tournaments. Journal of Business Research. 118, (2020), 262--270. DOI:https://doi.org/10.1016/j.jbusres.2020.06.036.Google ScholarGoogle Scholar
  340. Parshakov, P. and Zavertiaeva, M. 2018. Determinants of Performance in eSports: A Country-Level Analysis. International Journal of Sport Finance. 13, 1 (2018), 34--51.Google ScholarGoogle Scholar
  341. Pedraza-Ramirez, I., Musculus, L., Raab, M. and Laborde, S. 2020. Setting the scientific stage for esports psychology: a systematic review. International Review of Sport and Exercise Psychology. 13, 1 (2020), 319--352. DOI:https://doi.org/10.1080/1750984X.2020.1723122.Google ScholarGoogle ScholarCross RefCross Ref
  342. Pelletier, V.H., Lessard, A., Piché, F., Tétreau, C. and Descarreaux, M. 2020. Video games and their associations with physical health: a scoping review. BMJ open sport & exercise medicine. 6, 1 (2020), e000832. DOI:https://doi.org/10.1136/bmjsem-2020-000832.Google ScholarGoogle Scholar
  343. Pellicone, A.J. and Ahn, J. 2017. The Game of Performing Play: Understanding Streaming as Cultural Production. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (New York, NY, USA, 2017), 4863--4874.Google ScholarGoogle ScholarDigital LibraryDigital Library
  344. Peng, Q., Dickson, G., Scelles, N., Grix, J. and Brannagan, P.M. 2020. Esports Governance: Exploring Stakeholder Dynamics. Sustainability. 12, 19 (2020), 8270. DOI:https://doi.org/10.3390/su12198270.Google ScholarGoogle Scholar
  345. Pesa, A.R., Cicin-Sain, D. and Blazevic, T. 2017. New Business Model in the Growing E-Sports Industry. Poslovna Izvrsnost/Business Excellence. 11, 2 (2017), 121--132. DOI:https://doi.org/10.22598/pi-be/2017.11.2.121.Google ScholarGoogle ScholarCross RefCross Ref
  346. Piotr, G. and Artur, S. 2021. How Randomness Affects Player Ability to Predict the Chance to Win at PlayerUnknown's Battlegrounds (PUBG). The Computer Games Journal. 10, 1--4 (2021), 1--18. DOI:https://doi.org/10.1007/s40869-020-00117--1.Google ScholarGoogle ScholarCross RefCross Ref
  347. Pires, K. and Simon, G. 2014. DASH in Twitch: Adaptive Bitrate Streaming in Live Game Streaming Platforms. Proceedings of the 2014 Workshop on Design, Quality and Deployment of Adaptive Video Streaming (New York, NY, USA, 2014), 13--18.Google ScholarGoogle ScholarDigital LibraryDigital Library
  348. Pishchik, V.I., Molokhina, G.A., Petrenko, E.A. and Milova, Y.V. 2019. Features of mental activity of students: eSport players. International Journal of Cognitive Research in Science, Engineering & Education (IJCRSEE). 7, 2 (Jul. 2019), 67--76.Google ScholarGoogle Scholar
  349. Pizzo, A.D., Jones, G.J., Baker, B.J., Funk, D.C. and Kunkel, T. 2021. Sensemaking of novelty: the dynamic nature of integrating esports within a traditional sport organization. Sport Management Review. (2021), 1--24. DOI:https://doi.org/10.1080/14413523.2021.1935609.Google ScholarGoogle Scholar
  350. Pizzo, A.D., Jones, G.J., Funk, D.C. and Hall, S. 2019. Navigating the Iron Cage: An Institutional Creation Perspective of Collegiate eSports. International Journal of Sport Management. 20, 1 (2019), 171--197.Google ScholarGoogle Scholar
  351. Pizzo, A.D., Kunkel, T., Jones, G.J., Baker, B.J. and Funk, D.C. 2022. The strategic advantage of mature-stage firms: Digitalization and the diversification of professional sport into esports. Journal of Business Research. 139, (2022), 257--266. DOI:https://doi.org/10.1016/j.jbusres.2021.09.057.Google ScholarGoogle Scholar
  352. Pizzo, A.D., Na, S., Baker, B.J., Lee, M.A., Kim, D. and Funk, D.C. 2018. eSport vs. Sport: A Comparison of Spectator Motives. Sport Marketing Quarterly. 27, 2 (Jun. 2018), 108--123.Google ScholarGoogle Scholar
  353. Pohl, C. 2017. Sword and Shield: Nevada, Esports, and the Non-Divergent Interests. Gaming Law Review. 21, 8 (Oct. 2017), 588--602. DOI:https://doi.org/10.1089/glr2.2017.21815.Google ScholarGoogle ScholarCross RefCross Ref
  354. Post, G. and Birt, J. 2020. Assessing esport candidacy for critical thinking education. ASCILITE 2020: 37th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education (2020), 295--300.Google ScholarGoogle Scholar
  355. Poulus, D., Coulter, T.J., Trotter, M.G. and Polman, R. 2020. Stress and Coping in Esports and the Influence of Mental Toughness. Frontiers in Psychology. 11, (2020), 628. DOI:https://doi.org/10.3389/fpsyg.2020.00628.Google ScholarGoogle Scholar
  356. Poulus, D.R., Coulter, T.J., Trotter, M.G. and Polman, R. 2021. A qualitative analysis of the perceived determinants of success in elite esports athletes. Journal Of Sports Sciences. (2021), 1--12. DOI:https://doi.org/10.1080/02640414.2021.2015916.Google ScholarGoogle Scholar
  357. Poulus, D.R., Coulter, T.J., Trotter, M.G. and Polman, R. 2021. Longitudinal analysis of stressors, stress, coping and coping effectiveness in elite esports athletes. Psychology of Sport and Exercise. (2021), 102093. DOI:https://doi.org/10.1016/j.psychsport.2021.102093.Google ScholarGoogle Scholar
  358. Przybylski, A.K., Weinstein, N., Ryan, R.M. and Rigby, C.S. 2009. Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior. 12, 5 (2009), 485--492. DOI:https://doi.org/10.1089/cpb.2009.0083.Google ScholarGoogle ScholarCross RefCross Ref
  359. Pu, H., Xiao, S. and Kota, R.W. 2021. Virtual games meet physical playground: exploring and measuring motivations for live esports event attendance. Sport in Society. (2021), 1--23. DOI:https://doi.org/10.1080/17430437.2021.1890037.Google ScholarGoogle Scholar
  360. Pu, H.Z., Kim, J. and Daprano, C. 2021. Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies. 11, 4 (2021), 129. DOI:https://doi.org/10.3390/soc11040129.Google ScholarGoogle ScholarCross RefCross Ref
  361. Putra, E.Y., Adam, S.I., Rambitan, H. and Lombo, D.G. 2021. Information System of Digital Portfolio Platform and E-Sports Tournament Events in North Sulawesi Based On Android. 2021 3rd International Conference on Cybernetics and Intelligent System (ICORIS) (2021), 1--7.Google ScholarGoogle Scholar
  362. Qian, T.Y., Wang, J.J., Zhang, J.J. and Lu, L.Z. 2019. It is in the game: dimensions of esports online spectator motivation and development of a scale. European Sport Management Quarterly. 20, 32 (2019), 1--22. DOI:https://doi.org/10.1080/16184742.2019.1630464.Google ScholarGoogle Scholar
  363. Qian, T.Y., Zhang, J.J., Wang, J.J. and Hulland, J. 2019. Beyond the Game: Dimensions of Esports Online Spectator Demand. Communication and Sport. 8, 6 (2019), 825--851. DOI:https://doi.org/10.1177/2167479519839436.Google ScholarGoogle ScholarCross RefCross Ref
  364. QSR International 1999. NVivo Qualitative Data Analysis Software [Software].Google ScholarGoogle Scholar
  365. Ravari, Y.N., Spronck, P., Sifa, R. and Drachen, A. 2017. Predicting victory in a hybrid online competitive game: The case of destiny. Proceedings, The Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17) (Tilburg Center for Cognition and Communication, Tilburg University, Tilburg, Netherlands, 2017), 207--213.Google ScholarGoogle Scholar
  366. Reitman, J.G., Anderson-Coto, M.J., Wu, M., Lee, J.S. and Steinkuehler, C. 2019. Esports Research: A Literature Review. Games and Culture. 15, 1 (2019), 32--50. DOI:https://doi.org/10.1177/1555412019840892.Google ScholarGoogle ScholarCross RefCross Ref
  367. Rethlefsen, M.L., Kirtley, S., Waffenschmidt, S., Ayala, A.P., Moher, D., Page, M.J. and Koffell, J.B. 2021. PRISMA-S: An extension to the PRISMA statement for reporting literature searches in systematic reviews. Systematic Reviews. 10, 1 (2021), 1--19. DOI:https://doi.org/10.1186/s13643-020-01542-z.Google ScholarGoogle ScholarCross RefCross Ref
  368. Rhoden, G., Nelson, H., Valladao, S. and Andre, T. 2021. Blood glucose levels in response to 1 hour of esports training: A pilot study. International Journal of Esports. 1, 1 (2021), 1--14.Google ScholarGoogle Scholar
  369. Riatti, P. and Thiel, A. 2021. The societal impact of electronic sport: A scoping review. German Journal of Exercise and Sport Research. (2021), 1--14. DOI:https://doi.org/10.1007/s12662-021-00784-w.Google ScholarGoogle Scholar
  370. Ribeiro, F.J., Viana, V.M., Borges, N.P. and Teixeira, V.H. 2021. The emergence of esports nutrition: A review. Central European Journal of Sport Sciences and Medicine. 33, (2021), 81--95. DOI:https://doi.org/10.18276/CEJ.2021.1-08.Google ScholarGoogle Scholar
  371. Richard, J., Ivoska, W. and Derevensky, J. 2021. Towards an Understanding of Esports Gambling: Demographic and Clinical Characteristics of Youth Esports Bettors. Gaming Law Review. 25, 10 (2021), 426--434. DOI:https://doi.org/10.1089/glr2.2021.0013.Google ScholarGoogle ScholarCross RefCross Ref
  372. Ridenhour, K.F. 2020. Traditional Sports and Esports: The Path to Collective Bargaining. Iowa Law Review. 105, 4 (2020), 1857--1897.Google ScholarGoogle Scholar
  373. Robeers, T. 2020. "Roads?! Where we're going, we don't'need, roads': Framing online sim racing during Covid-19 by motorsport forum participants. Journal of Motorsport Culture & History. 1, 1 (2020), 1113--2766.Google ScholarGoogle Scholar
  374. Robeers, T. and Van Den Bulck, H. 2018. Towards an understanding of side-lining environmental sustainability in Formula E: traditional values and the emergence of eSports. Athens journal of sports. 5, 4 (2018), 331--350. DOI:https://doi.org/10.30958/ajspo.5--4--7.Google ScholarGoogle Scholar
  375. Rodio, F. and Bastien, J.M.C. 2013. Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience. Proceedings of the 25 ième conférence francophone on l'Interaction Homme-Machine (New York, NY, USA, 2013), 89--93.Google ScholarGoogle ScholarDigital LibraryDigital Library
  376. Rodrigues, E. and Filgueiras, E. 2020. eSports: How Do Video Game Aspects Define Competitive Gaming Streams and Spectatorship. Design, User Experience, and Usability. Design for Contemporary Interactive Environments: 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020 (2020), 506--516.Google ScholarGoogle Scholar
  377. Rogers, R., Farquhar, L. and Mummet, J. 2020. Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League. Communication and Sport. (2020), 216747952094273. DOI:https://doi.org/10.1177/2167479520942738.Google ScholarGoogle Scholar
  378. Rogstad, E.T. 2021. Gender in eSports research: A literature review. European Journal for Sport and Society. (2021), 1--19. DOI:https://doi.org/10.1080/16138171.2021.1930941.Google ScholarGoogle Scholar
  379. Rojas-Valverde, D., Fallas-Campos, A. and Alpízar-Alpízar, M. 2020. Esports in times of a global pandemic: opportunities and future challenges when transforming gaming into a sport in Costa Rica. Pensar en Movimiento: Revista de Ciencias del Ejercicio y la Salud. 18, 2 (2020), 205--216. DOI:https://doi.org/10.15517/pensarmov.v18i2.43332.Google ScholarGoogle Scholar
  380. Rosell Llorens, M. 2017. eSport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy. 11, 1 (2017), 1--13. DOI:https://doi.org/10.1080/17511321.2017.1318947.Google ScholarGoogle ScholarCross RefCross Ref
  381. Rothwell, G. and Shaffer, M. 2019. Esports in K-12 and Post-Secondary Schools. Education Sciences. 9, 2 (2019), 105. DOI:https://doi.org/10.3390/educsci9020105.Google ScholarGoogle ScholarCross RefCross Ref
  382. Rudolf, K., Bickmann, P., Froböse, I., Tholl, C., Wechsler, K. and Grieben, C. 2020. Demographics and health behavior of video game and esports players in germany: The esports study 2019. International Journal of Environmental Research and Public Health. 17, 6 (2020), 1870. DOI:https://doi.org/10.3390/ijerph17061870.Google ScholarGoogle ScholarCross RefCross Ref
  383. Ruotsalainen, M. and Välisalo, T. 2020. "Overwatch is anime": Exploring an alternative interpretational framework for competitive gaming. DiGRA '20 -- Proceedings of the 2020 DiGRA International Conference: Play Everywhere (2020), 1--15.Google ScholarGoogle Scholar
  384. Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S.R. and Otten, M.P. 2018. Women's Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play. Journal of Sport and Social Issues. 42, 4 (2018), 295--311. DOI:https://doi.org/10.1177/0193723518773287.Google ScholarGoogle ScholarCross RefCross Ref
  385. Ryzhov, I.O., Tariq, A. and Powell, W.B. 2011. May the best man win: Simulation optimization for match-making in e-sports. Proceedings of the 2011 Winter Simulation Conference (WSC) (New York, NY, United States, 2011), 4234--4245.Google ScholarGoogle ScholarCross RefCross Ref
  386. Saiz-Alvarez, J.M., Palma-Ruiz, J.M., Valles-Baca, H.G. and Fierro-Ramírez, L.A. 2021. Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results. Sustainability. 13, 19 (2021), 10890. DOI:https://doi.org/10.3390/su131910890.Google ScholarGoogle Scholar
  387. Salo, M. 2017. Career Transitions of eSports Athletes: A Proposal for a Research Framework. International Journal of Gaming and Computer-Mediated Simulations. 9, 2 (2017), 22--32. DOI:https://doi.org/10.4018/IJGCMS.2017040102.Google ScholarGoogle ScholarDigital LibraryDigital Library
  388. Sánchez-Ruiz, A.A. and Miranda, M. 2017. A machine learning approach to predict the winner in StarCraft based on influence maps. Entertainment Computing. 19, (2017), 29--41. DOI:https://doi.org/https://doi.org/10.1016/j.entcom.2016.11.005.Google ScholarGoogle Scholar
  389. Sant, K. and Stafrace, K.M. 2021. Upper Limb Injuries Secondary to Overuse in the Esports Community. Is this a rising epidemic? International Journal of Esports. 1, 1 (2021), 1--7.Google ScholarGoogle Scholar
  390. dos Santos, E.Z.L., Moreira, L.O., Coutinho, E.F. and Maia, J.G.R. 2018. Assessing Socioeconomic Issues of the Brazilian e-Sports Scene. Proceedings of SBGames (2018), 741--749.Google ScholarGoogle Scholar
  391. dos Santos, R.L., Petroll, M. d. L.M., Boeing, R. and Scussel, F. 2021. Let's play a new game: the drivers of eSports consumption. Research, Society and Development. 10, 5 (2021), e40710515188. DOI:https://doi.org/10.33448/rsd-v10i5.15188.Google ScholarGoogle ScholarCross RefCross Ref
  392. Savas, D., Murat, S.H., Cilem, B. and Gunseli, D. 2020. E-Sports Education and Development in a Global World. Ambient Science. 7, 1 (2020), 237--242. DOI:https://doi.org/10.21276/ambi.2020.07.sp1.ga03.Google ScholarGoogle Scholar
  393. Schelfhout, S., Bowers, M.T. and Hao, Y.A. 2021. Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang ?BaiZe' Xinyu at the 2017 Hearthstone Summer Championship. Games and Culture. 16, 1 (2021), 22--41. DOI:https://doi.org/10.1177/1555412019866348.Google ScholarGoogle ScholarCross RefCross Ref
  394. Schmitt, J. and Köstler, H. 2016. A multi-objective genetic algorithm for simulating optimal fights in StarCraft II. 2016 IEEE Conference on Computational Intelligence and Games (CIG) (2016), 1--8.Google ScholarGoogle ScholarDigital LibraryDigital Library
  395. Schneider, S. 2015. eSport Betting: The Intersection of Gaming and Gambling. Gaming Law Review and Economics. 19, 6 (2015), 419--420. DOI:https://doi.org/10.1089/glre.2015.1963.Google ScholarGoogle ScholarCross RefCross Ref
  396. Scholz, T., Völkel, L. and Uebach, C. 2021. Sportification of Esports-A systematization of sport-teams entering the esports ecosystem. International Journal of Esports. 1, 1 (2021), 1--15.Google ScholarGoogle Scholar
  397. Scholz, T.M. 2020. Deciphering the World of eSports. International Journal on Media Management. 22, 1 (2020), 1--12. DOI:https://doi.org/10.1080/14241277.2020.1757808.Google ScholarGoogle ScholarCross RefCross Ref
  398. Scholz, T.M. and Stein, V. 2017. Going Beyond Ambidexterity in the Media Industry: eSports as Pioneer of Ultradexterity. International Journal of Gaming and Computer-Mediated Simulations. 9, 2 (2017), 47--62. DOI:https://doi.org/10.4018/IJGCMS.2017040104.Google ScholarGoogle ScholarDigital LibraryDigital Library
  399. Schwartz, D.G. 2017. Historical Parallels between Tournament Poker and Esports. Gaming Law Review. 21, 10 (2017), 730--744. DOI:https://doi.org/0.1089/glr2.2017.21103.Google ScholarGoogle ScholarCross RefCross Ref
  400. Schwartz, D.G. 2017. Research (In)Complete: An Exploratory History of Competitive Video Gaming. Gaming Law Review. 21, 8 (2017), 542--556. DOI:https://doi.org/10.1089/glr2.2017.2185.Google ScholarGoogle ScholarCross RefCross Ref
  401. Scott, M.J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S., Miljanovic, M., Stange, M., Taipalus, T. and Patrick Williams, J. 2021. Towards a Framework to Support the Design of Esports Curricula in Higher Education. ITiCSE '21: Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V. 2 (New York, NY, United States, 2021), 599--600.Google ScholarGoogle Scholar
  402. Scott, M.J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S.E., Miljanovic, M., Stange, M., Taipalus, T. and Williams, J.P. 2021. Foundations for Esports Curricula in Higher Education. ITiCSE-WGR '21: Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education (New York, NY, United States, 2021), 27--55.Google ScholarGoogle Scholar
  403. Semenova, M., Lange, A., Koposov, D., Somov, A. and Burnaev, E. 2020. Personality Traits and Coping Strategies of eSports Players. 2020 7th International Conference on Behavioural and Social Computing (BESC) (2020), 1--5.Google ScholarGoogle ScholarCross RefCross Ref
  404. Sentuna, B. and Kanbur, D. 2016. What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga. Sport, Ethics & Philosophy. 10, 1 (2016), 42--50. DOI:https://doi.org/10.1080/17511321.2016.1177581.Google ScholarGoogle ScholarCross RefCross Ref
  405. Seo, Y. 2013. Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management. 29, 13--14 (2013), 1542--1560. DOI:https://doi.org/10.1080/0267257X.2013.822906.Google ScholarGoogle ScholarCross RefCross Ref
  406. Seo, Y. 2016. Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research. 69, 1 (2016), 264--272. DOI:https://doi.org/10.1016/j.jbusres.2015.07.039.Google ScholarGoogle ScholarCross RefCross Ref
  407. Seo, Y. and Jung, S.U. 2016. Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture. 16, 3 (2016), 635--655. DOI:https://doi.org/10.1177/1469540514553711.Google ScholarGoogle ScholarCross RefCross Ref
  408. Seo, Y., Kim, M., Lee, D. and Jung, Y. 2018. Attention to eSports advertisement: effects of ad animation and in-game dynamics on viewers' visual attention. Behaviour and Information Technology. 37, 12 (2018), 1194--1202. DOI:https://doi.org/10.1080/0144929X.2018.1488993.Google ScholarGoogle ScholarCross RefCross Ref
  409. Shea, R., Fu, D. and Liu, J. 2015. Towards Bridging Online Game Playing and Live Broadcasting: Design and Optimization. Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video (New York, NY, USA, 2015), 61--66.Google ScholarGoogle ScholarDigital LibraryDigital Library
  410. Shen, Y.-C. 2021. What do people perceive in watching video game streaming? Eliciting spectators' value structures. Telematics and Informatics. 59, (2021), 101557. DOI:https://doi.org/10.1016/j.tele.2020.101557.Google ScholarGoogle ScholarCross RefCross Ref
  411. Shitaka, M. and Kojiri, T. 2021. Tactical Knowledge Acquisition Support System from Play Videos of Esports Experts. Proceedings of the 29th International Conference on Computers in Education. Asia-Pacific Society for Computers in Education (2021), 432--440.Google ScholarGoogle Scholar
  412. Shulze, J., Marquez, M. and Ruvalcaba, O. 2021. The Biopsychosocial Factors That Impact eSports Players' Well-Being: A Systematic Review. Journal of Global Sport Management. (2021), 1--25. DOI:https://doi.org/10.1080/24704067.2021.1991828.Google ScholarGoogle Scholar
  413. Shynkaruk, O., Byshevets, N., Iakovenko, O., Serhiyenko, K., Anokhin, E., Yukhno, Y., Usychenko, V., Yarmolenko, M. and Stroganov, S. 2021. Modern Approaches to the Preparation System of Masters in eSports. Sport Mont. 19, S2 (2021), 69--74. DOI:https://doi.org/10.26773/smj.210912.Google ScholarGoogle ScholarCross RefCross Ref
  414. Silva, A.S., Correia, M. V. and Silva, H.P. 2021. Invisible ECG for High Throughput Screening in eSports. Sensors. 21, 22 (2021), 7601. DOI:https://doi.org/10.3390/s21227601.Google ScholarGoogle ScholarCross RefCross Ref
  415. Sjöblom, M. and Hamari, J. 2017. Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior. 75, (2017), 985--996. DOI:https://doi.org/10.1016/j.chb.2016.10.019.Google ScholarGoogle ScholarDigital LibraryDigital Library
  416. Sjöblom, M., Hassan, L., Macey, J., Törhönen, M. and Hamari, J. 2018. Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? Proceedings of the 9th International Conference on Social Media and Society (New York, NY, USA, 2018), 160--167.Google ScholarGoogle ScholarDigital LibraryDigital Library
  417. Sjöblom, M., Macey, J. and Hamari, J. 2020. Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating. Internet Research. 30, 3 (2020), 713--735. DOI:https://doi.org/10.1108/INTR-07--2018-0304.Google ScholarGoogle ScholarCross RefCross Ref
  418. Skubida, D. 2016. Can Some Computer Games Be a Sport? Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations. 8, 4 (2016), 38--52. DOI:https://doi.org/10.4018/IJGCMS.2016100103.Google ScholarGoogle ScholarDigital LibraryDigital Library
  419. Smith, A.D. and Smith-Ditizio, A.A. 2021. eSports: A new era of spectator games from a consumer's viewpoint. International Journal of Business Information Systems. 36, 3 (2021), 406--431. DOI:https://doi.org/10.1504/IJBIS.2020.10024543.Google ScholarGoogle ScholarCross RefCross Ref
  420. Smith, T., Obrist, M. and Wright, P. 2013. Live-Streaming Changes the (Video) Game. Proceedings of the 11th European Conference on Interactive TV and Video (New York, NY, USA, 2013), 131--138.Google ScholarGoogle ScholarDigital LibraryDigital Library
  421. Smithies, T.D., Campbell, M.J., Ramsbottom, N. and Toth, A.J. 2021. A Random Forest approach to identify metrics that best predict match outcome and player ranking in the esport Rocket League. Scientific reports. 11, 1 (2021), 19285. DOI:https://doi.org/10.1038/s41598-021--98879--9.Google ScholarGoogle Scholar
  422. Smithies, T.D., Toth, A.J., Conroy, E., Ramsbottom, N., Kowal, M. and Campbell, M.J. 2020. Life After Esports: A Grand Field Challenge. Frontiers in Psychology. 11, (2020), 883. DOI:https://doi.org/10.3389/fpsyg.2020.00883.Google ScholarGoogle Scholar
  423. Snodgrass, J.G., Bagwell, A., Patry, J.M., Dengah, H.J.F., Smarr-Foster, C., Van Oostenburg, M. and Lacy, M.G. 2018. The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits. Computers in Human Behavior. 78, (2018), 10--25. DOI:https://doi.org/10.1016/j.chb.2017.09.020.Google ScholarGoogle ScholarDigital LibraryDigital Library
  424. Soodmee, T. and Jaroenwiriyakul, S. 2021. The Future of E-Sports: Factors Affecting Performance in Thailand. Proceedings of 14th National and 1 st International Conference on Humanities and Social Sciences (2021), 1411--1427.Google ScholarGoogle Scholar
  425. Stepanov, A., Lange, A., Khromov, N., Korotin, A., Burnaev, E. and Somov, A. 2019. Sensors and Game Synchronization for Data Analysis in eSports. 2019 IEEE 17th International Conference on Industrial Informatics (INDIN'19) (2019), 933--938.Google ScholarGoogle Scholar
  426. Stoever, J.K. 2021. Title IX, Esports, and #EToo. The George Washington Law Review. 89, 4 (2021), 857--931.Google ScholarGoogle Scholar
  427. Summerley, R. 2019. The Development of Sports: A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports. Games and Culture. 15, 1 (2019), 51--72. DOI:https://doi.org/10.1177/1555412019838094.Google ScholarGoogle ScholarCross RefCross Ref
  428. Suschevskiy, V. and Marchenko, E. 2018. Network Analysis of Players Transfers in eSports: The Case of Dota 2. Communications in Computer and Information Science. 858, (2018), 468--473. DOI:https://doi.org/10.1007/978--3-030-02843--5_38.Google ScholarGoogle Scholar
  429. Sweeney, K., Tuttle, M.H. and Berg, M.D. 2019. Esports Gambling: Market Structure and Biases. Games and Culture. 16, 1 (2019), 65--91. DOI:https://doi.org/10.1177/1555412019872389.Google ScholarGoogle ScholarCross RefCross Ref
  430. Szablewicz, M. 2016. A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image. Games and Culture. 11, 3 (2016), 256--274. DOI:https://doi.org/10.1177/1555412015595298.Google ScholarGoogle ScholarCross RefCross Ref
  431. Sztobryn, K. 2021. In Search of Answers to Questions about Electronic Sports and Copyright. GRUR International. 70, 3 (2021), 237--244. DOI:https://doi.org/10.1093/grurint/ikaa192.Google ScholarGoogle ScholarCross RefCross Ref
  432. Tang, T., Cooper, R. and Kucek, J. 2021. Gendered Esports: Predicting Why Men and Women Play and Watch Esports Games. Journal of Broadcasting and Electronic Media. 65, 3 (2021), 336--356. DOI:https://doi.org/10.1080/08838151.2021.1958815.Google ScholarGoogle ScholarCross RefCross Ref
  433. Tang, T., Kucek, J. and Toepfer, S. 2020. Active Within Structures: Predictors of Esports Gameplay and Spectatorship. Communication and Sport. (2020), 1--21. DOI:https://doi.org/10.1177/2167479520942740.Google ScholarGoogle Scholar
  434. Tang, W. 2018. Understanding Esports from the Perspective of Team Dynamics. Sport Journal. 21, (2018).Google ScholarGoogle Scholar
  435. Taylor, N. 2016. Play to the camera: Video ethnography, spectatorship, and e-sports. Convergence. 22, 2 (2016), 115--130. DOI:https://doi.org/10.1177/1354856515580282.Google ScholarGoogle ScholarCross RefCross Ref
  436. Taylor, N.T. 2016. Now you're playing with audience power: the work of watching games. Critical Studies in Media Communication. 33, 4 (2016), 293--307. DOI:https://doi.org/10.1080/15295036.2016.1215481.Google ScholarGoogle ScholarCross RefCross Ref
  437. Taylor, T.L. 2012. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. The MIT Press.Google ScholarGoogle Scholar
  438. Thakur, P.C., Sharma, M.K., Kommu, J.V.S. and Anand, N. 2021. Esport: Is it a sport or clinical entity? Journal of Mental Health and Human Behaviour. 26, 2 (2021), 161--163.Google ScholarGoogle Scholar
  439. The International DOTA 2 Championships: 2019. https://www.dota2.com/international/overview/.Google ScholarGoogle Scholar
  440. Thiel, A. and John, J.M. 2018. Is eSport a ?real' sport? Reflections on the spread of virtual competitions. European Journal for Sport and Society. 15, 4 (2018), 311--315. DOI:https://doi.org/10.1080/16138171.2018.1559019.Google ScholarGoogle ScholarCross RefCross Ref
  441. Thomas, A. 2020. A question of (e) Sports: An answer from copyright. Journal of Intellectual Property Law & Practice. 15, 12 (2020), 960--975. DOI:https://doi.org/10.1093/jiplp/jpaa157.Google ScholarGoogle ScholarCross RefCross Ref
  442. Tjonndal, A. 2021. "What's next? Calling beer-drinking a sport?!": virtual resistance to considering eSport as sport. Sport, Business and Management. 11, 1 (2021), 72--88. DOI:https://doi.org/10.1108/SBM-10--2019-0085.Google ScholarGoogle ScholarCross RefCross Ref
  443. Tjonndal, A. and Skauge, M. 2021. Youth sport 2.0? The development of eSports in Norway from 2016 to 2019. Qualitative Research in Sport, Exercise and Health. 13, 1 (2021), 166--183. DOI:https://doi.org/10.1080/2159676X.2020.1836509.Google ScholarGoogle ScholarCross RefCross Ref
  444. Toomey, R.P. 2019. Upholding the Integrity of Esports to Successfully and Safely Legitimize Esports Wagering. Gaming Law Review. 23, 1 (2019), 12--18. DOI:https://doi.org/10.1089/glr2.2019.23112.Google ScholarGoogle ScholarCross RefCross Ref
  445. Törhönen, M., Sjöblom, M., Vahlo, J. and Hamari, J. 2020. View, play and pay? - The relationship between consumption of gaming video content and video game playing and buying. Proceedings of the 53rd Hawaii International Conference on System Sciences (2020), 2719--2728.Google ScholarGoogle ScholarCross RefCross Ref
  446. Toth, A.J., Conroy, E. and Campbell, M.J. 2021. Beyond action video games: Differences in gameplay and ability preferences among gaming genres. Entertainment Computing. 38, (2021), 100408. DOI:https://doi.org/10.1016/j.entcom.2021.100408.Google ScholarGoogle Scholar
  447. Toth, A.J., Ramsbottom, N., Constantin, C., Milliet, A. and Campbell, M.J. 2021. The effect of expertise, training and neurostimulation on sensory-motor skill in esports. Computers in Human Behavior. 121, (2021), 106782. DOI:https://doi.org/10.1016/j.chb.2021.106782.Google ScholarGoogle ScholarDigital LibraryDigital Library
  448. Toth, A.J., Ramsbottom, N., Kowal, M. and Campbell, M.J. 2020. Converging evidence supporting the cognitive link between exercise and esport performance: A dual systematic review. Brain Sciences. 10, 11 (2020), 1--36. DOI:https://doi.org/10.3390/brainsci10110859.Google ScholarGoogle ScholarCross RefCross Ref
  449. Tregel, T., Sarpe-Tudoran, T., Müller, P.N. and Göbel, S. 2021. Analyzing Game-Based Training Methods for Selected Esports Titles in Competitive Gaming. Serious Games, Joint International Conference, JCSG 2021 (2021), 213--228.Google ScholarGoogle Scholar
  450. Trent, L.D. and Shafer, D.M. 2020. Extending disposition theory of sports spectatorship to esports. International Journal of Communication. 14, 21 (2020), 1049--1069.Google ScholarGoogle Scholar
  451. Trotter, M.G., Coulter, T.J., Davis, P.A., Poulus, D.R. and Polman, R. 2020. The association between esports participation, health and physical activity behaviour. International Journal of Environmental Research and Public Health. 17, 19 (2020), 1--14. DOI:https://doi.org/10.3390/ijerph17197329.Google ScholarGoogle ScholarCross RefCross Ref
  452. Trotter, M.G., Coulter, T.J., Poulus, D., Davis, P.A. and Polman, R. 2021. Social Support, Self-Regulation, and Psychological Skill Use in E-Athletes. Frontiers in psychology. 12, (2021), 722030. DOI:https://doi.org/10.3389/fpsyg.2021.722030.Google ScholarGoogle Scholar
  453. Tudor, E.S. V. 2020. The Emergence of eSport During Covid-19: How Sim Racing Replaced Live Motorsport in 2020. Journal of Motorsport Culture & History. 1, 1 (2020), 8.Google ScholarGoogle Scholar
  454. Türkay, S., Formosa, J., Adinolf, S., Cuthbert, R. and Altizer, R. 2020. See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity. CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (New York, NY, United States, 2020), 1--13.Google ScholarGoogle Scholar
  455. Türkay, S., Formosa, J., Cuthbert, R., Adinolf, S. and Brown, R. 2021. Virtual Reality Esports - Understanding Competitive Players' Perceptions of Location Based VR Esports. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (New York, New York, USA, 2021).Google ScholarGoogle Scholar
  456. Turtiainen, R., Friman, U. and Ruotsalainen, M. 2018. ?Not Only for a Celebration of Competitive Overwatch but Also for National Pride": Sportificating the Overwatch World Cup 2016. Games and Culture. 15, 4 (2018), 351--371. DOI:https://doi.org/10.1177/1555412018795791.Google ScholarGoogle ScholarCross RefCross Ref
  457. Üçüncüoglu, M. and Çavusoglu, S.B. 2020. Esports as a Sportive Reflection of Information Society and Its Interaction with Modern Sports. Gaziantep Üniversitesi Spor Bilimleri Dergisi. 5, 2 (2020), 166--180. DOI:https://doi.org/10.31680/gaunjss.669525.Google ScholarGoogle Scholar
  458. Urbaniak, K., Watrobski, J. and Salabun, W. 2020. Identification of Players Ranking in E-Sport. Applied Sciences. 10, 19 (2020), 1--35. DOI:https://doi.org/10.3390/app10196768.Google ScholarGoogle ScholarCross RefCross Ref
  459. Vieira, J. and Luwes, N. 2020. An Image processing Player Acquisition and Tracking System for E-sports. 2020 5th International Conference on Cloud Computing and Artificial Intelligence: Technologies and Applications (CloudTech) (2020), 294--300.Google ScholarGoogle Scholar
  460. Viger, T. 2021. Professional Gamers are Today's Professional Athletes. Georgia State University Law Review. 37, 3 (2021), 1001--1043.Google ScholarGoogle Scholar
  461. Viscione, I. and D'Elia, F. 2019. Augmented reality for learning in distance education: the case of e-sports. Journal of Physical Education and Sport. 19, (2019), 2047--2050. DOI:https://doi.org/10.7752/jpes.2019.s5304.Google ScholarGoogle Scholar
  462. Wagner, M.G. 2006. On the Scientific Relevance of eSports. International Conference on Internet Computing & Conference on Computer Games Development (ICOMP 2006) (2006), 437--442.Google ScholarGoogle Scholar
  463. Walton, D.R., Lower-Hoppe, L.M. and Horger, M. 2020. Do Esports Classify as Intercollegiate Sport? Legal Analysis of Title IX. Journal of Issues in Intercollegiate Athletics. 13, (2020), 94--118.Google ScholarGoogle Scholar
  464. Ward, M.R. and Harmon, A.D. 2019. ESport Superstars. Journal of Sports Economics. 20, 8 (2019), 987--1013. DOI:https://doi.org/10.1177/1527002519859417.Google ScholarGoogle ScholarCross RefCross Ref
  465. Wardaszko, M., Cwil, M., Chojecki, P. and Dabrowski, K. 2019. Analysis of Matchmaking Optimization Systems Potential in Mobile eSports. Proceedings of the 52nd Hawaii International Conference on System Sciences (Grand Wailea, Maui, Hawaii, 2019), 2468--2475.Google ScholarGoogle ScholarCross RefCross Ref
  466. Wardle, H., Petrovskaya, E. and Zendle, D. 2020. Defining the esports bettor: Evidence from an online panel survey of emerging adults. International Gambling Studies. 20, 3 (2020), 487--499. DOI:https://doi.org/10.1080/14459795.2020.1826559.Google ScholarGoogle ScholarCross RefCross Ref
  467. Watanabe, K., Saijo, N., Minami, S. and Kashino, M. 2021. The effects of competitive and interactive play on physiological state in professional esports players. Heliyon. 7, 4 (2021), e06844. DOI:https://doi.org/10.1016/j.heliyon.2021.e06844.Google ScholarGoogle ScholarCross RefCross Ref
  468. Watanabe, N.M., Xue, H., Newman, J.I. and Yan, G. 2021. The Attention Economy and Esports: An Econometric Analysis of Twitch Viewership. Journal of Sport Management. 1, (2021), 1--14. DOI:https://doi.org/10.1123/jsm.2020-0383.Google ScholarGoogle Scholar
  469. Wattanapisit, A., Wattanapisit, S. and Wongsiri, S. 2020. Public Health Perspectives on Esports. Public Health Reports. 135, 3 (2020), 295--298. DOI:https://doi.org/10.1177/0033354920912718.Google ScholarGoogle ScholarCross RefCross Ref
  470. Weiss, T. 2008. Cultural influences on hedonic adoption behavior: Propositions regarding the adoption of competitive video and computer online gaming. DIGIT 2008 Proceedings (2008), 7.Google ScholarGoogle Scholar
  471. Weiss, T. 2011. Fulfilling the needs of esports consumers: A uses and gratifications perspective. 24th Bled eConference - eFuture: Creating Solutions for the Individual, Organisations and Society, Proceedings (2011), 572--580.Google ScholarGoogle Scholar
  472. Weiss, T. and Schiele, S. 2013. Virtual worlds in competitive contexts: Analyzing eSports consumer needs. Electronic Markets. 23, 4 (2013), 307--316. DOI:https://doi.org/10.1007/s12525-013-0127--5.Google ScholarGoogle ScholarCross RefCross Ref
  473. Westmattelmann, D., Grotenhermen, J.G., Sprenger, M. and Schewe, G. 2021. The show must go on-virtualisation of sport events during the COVID-19 pandemic. European Journal of Information Systems. 30, 2 (2021), 119--136. DOI:https://doi.org/10.1080/0960085X.2020.1850186.Google ScholarGoogle ScholarCross RefCross Ref
  474. Williams, D., Tutka, P., Gawrysiak, J. and Jenny, S. 2021. NCAA e-sports 20XX: An analysis of radical innovation adoption through firm collaboration. International Journal of Sport Management and Marketing. 21, 1--2 (2021), 76--102. DOI:https://doi.org/10.1504/IJSMM.2021.114167.Google ScholarGoogle ScholarCross RefCross Ref
  475. Witkowski, E. 2012. On the Digital Playing Field: How We "Do Sport" With Networked Computer Games. Games and Culture. 7, 5 (2012), 349--374. DOI:https://doi.org/10.1177/1555412012454222.Google ScholarGoogle ScholarCross RefCross Ref
  476. Witkowski, E. 2009. Probing the Sportiness of eSports. eSports Yearbook 2009. J. Christophers and T. Scholz, eds. Production and Publishing House: Books on Demand. 53--56.Google ScholarGoogle Scholar
  477. Witkowski, E. and Manning, J. 2019. Player power: Networked careers in esports and high-performance game livestreaming practices. Convergence. 25, 5--6 (2019), 953--969. DOI:https://doi.org/10.1177/1354856518809667.Google ScholarGoogle Scholar
  478. Wohn, D.Y. and Freeman, G. 2020. Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture. 15, 1 (2020), 73--88. DOI:https://doi.org/10.1177/1555412019859184.Google ScholarGoogle ScholarCross RefCross Ref
  479. Wong, J. 2020. More than Just a Game: The Labor and Employment Issues within eSports. UNLV Gaming Law Journal. 11, 1 (2020), 123.Google ScholarGoogle Scholar
  480. Wong, M.Y.C., Chung, P., Ou, K. and Leung, K. 2021. Perception of Hong Kong Teenagers and Young Adults on Esports Participation: A Qualitative Study Using Theory of Planned Behavior. Frontiers in Psychology. 12, (2021), 650000. DOI:https://doi.org/https://doi.org/10.3389/fpsyg.2021.650000.Google ScholarGoogle Scholar
  481. Wood, L., Hoeber, O., Snelgrove, R. and Hoeber, L. 2019. Computer science meets digital leisure: Multiple perspectives on social media and eSport collaborations. Journal of Leisure Research. 50, 5 (2019), 425--437. DOI:https://doi.org/10.1080/00222216.2019.1594466.Google ScholarGoogle ScholarCross RefCross Ref
  482. Wu, M., Lee, J.S. and Steinkuehler, C. 2021. Understanding tilt in esports: A study on young League of Legends players. 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021 (New York, NY, United States, 2021), 1--9.Google ScholarGoogle ScholarDigital LibraryDigital Library
  483. Wulf, T., Schneider, F.M. and Beckert, S. 2020. Watching Players: An Exploration of Media Enjoyment on Twitch. Games and Culture. 15, 3 (2020), 328--346. DOI:https://doi.org/10.1177/1555412018788161.Google ScholarGoogle ScholarCross RefCross Ref
  484. Xenopoulos, P., Doraiswamy, H. and Silva, C. 2020. Valuing Player Actions in Counter-Strike: Global Offensive. 2020 IEEE International Conference on Big Data (2020), 1283--1292.Google ScholarGoogle Scholar
  485. Xiao, M. 2020. Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action. Communication & Sport. 8, 1 (2020), 92--122. DOI:https://doi.org/10.1177/2167479518819482.Google ScholarGoogle ScholarCross RefCross Ref
  486. Xiaobo, K.E., Wagner, C. and Du, H.S. 2021. Calling for information systems research on esports: An overview study. Communications of the Association for Information Systems. (2021), 1--20.Google ScholarGoogle Scholar
  487. Xiaoxian, L. 2020. E-Sports Hotel, a Brand New Personalized Hotel in the Age of E-Sports. Advances in Creativity, Innovation, Entrepreneurship and Communication of Design (2020), 213--218.Google ScholarGoogle Scholar
  488. Xu, Q., Kim, H. and Billings, A.C. 2022. Let's Watch Live Streaming: How Streamer Credibility Influences Brand Attitude in Esports Streamer Marketing. Communication & Sport. 0, 0 (2022), 1--20. DOI:https://doi.org/10.1177/21674795211067819.Google ScholarGoogle Scholar
  489. Yamanaka, G.K., Campos, M.V.S., Roble, O.J. and Mazzei, L.C. 2021. eSport: A state-of-the-art review based on bibliometric analysis. Journal of Physical Education & Sport. 21, 6 (2021), 3547--3555. DOI:https://doi.org/10.7752/jpes.2021.06480.Google ScholarGoogle Scholar
  490. Yan, E.Q., Huang, J. and Cheung, G.K. 2015. Masters of Control: Behavioral Patterns of Simultaneous Unit Group Manipulation in StarCraft 2. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (New York, NY, USA, 2015), 3711--3720.Google ScholarGoogle ScholarDigital LibraryDigital Library
  491. Yang, A., Liu, D. and Santhanam, R. 2021. The Impact of Role Coordination on Virtual Team Performance and Player Retention in Esports. Lecture Notes in Business Information Processing. 418, (2021), 121--128. DOI:https://doi.org/10.1007/978--3-030--79454--5_11.Google ScholarGoogle Scholar
  492. Yang, Y. 2020. Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements. Culture and Computing: 8th International Conference, C&C 2020, Held as Part of the 22nd HCI International Conference, HCII 2020 (Berlin, Heidelberg, 2020), 133--142.Google ScholarGoogle ScholarDigital LibraryDigital Library
  493. Ye, J.-N., Ye, J.-H., Wang, C.-M. and Hong, J.-C. 2021. Development of 5 Cs Educational Value Scale for eSport Games. International Journal of Technology in Education and Science. 5, 3 (2021), 362--374. DOI:https://doi.org/10.46328/ijtes.215.Google ScholarGoogle ScholarCross RefCross Ref
  494. Yin, K., Zi, Y., Zhuang, W., Gao, Y., Tong, Y., Song, L. and Liu, Y. 2020. Linking Esports to health risks and benefits: Current knowledge and future research needs. Journal of Sport and Health Science. 9, 6 (2020), 485. DOI:https://doi.org/10.1016/j.jshs.2020.04.006.Google ScholarGoogle ScholarCross RefCross Ref
  495. YouTube to become the exclusive stream for the ESL Pro League, per report: https://esportsobserver.com/youtube-become-exclusive-stream-esl-pro-league-per-report/.Google ScholarGoogle Scholar
  496. Yu, C., Zhu, W. and Sun, Y. 2019. E-sports ban/pick prediction based on Bi-LSTM meta learning network. Artificial Intelligence and Security. 5th International Conference, ICAIS 2019. Proceedings: Lecture Notes in Computer Science (LNCS 11632) (Cham, Switzerland, 2019), 97--105.Google ScholarGoogle Scholar
  497. Yu, Y., Nguyen, B.-H., Yu, F. and Huynh, V.-N. 2021. Esports Game Updates and Player Perception: Data Analysis of PUBG Steam Reviews. 2021 13th International Conference on Knowledge and Systems Engineering (KSE) (2021), 1--6.Google ScholarGoogle Scholar
  498. Yue, Y., Rui, W. and Ling, S.C.S. 2020. Development of E-sports industry in China: Current situation, Trend and research hotspot. International Journal of Esports. 1, 1 (2020), 1--11.Google ScholarGoogle Scholar
  499. Yuliawan, D. and Rizky, M.Y. 2020. Analysis of Esports Interpretation in Children. 1st International Conference on Business & Social Sciences (2020), 271--278.Google ScholarGoogle Scholar
  500. Zagala, K. and Strzelecki, A. 2019. eSports Evolution in Football Game Series. Physical Culture & Sport. Studies & Research. 83, 1 (2019), 50--62. DOI:https://doi.org/10.2478/pcssr-2019-0020.Google ScholarGoogle Scholar
  501. Zanescu, A., French, M. and Lajeunesse, M. 2021. Betting on DOTA 2's Battle Pass: Gamblification and productivity in play. New Media & Society. 23, 10 (2021), 2882--2901. DOI:https://doi.org/10.1177/1461444820941381.Google ScholarGoogle ScholarCross RefCross Ref
  502. Zetino, J. 2021. Out of Their League: An Antitrust Analysis of Esports Players Associations and Attempts at Unionization. Houston Law Review. 58, 3 (2021), 777.Google ScholarGoogle Scholar
  503. Zhao, Y. and Lin, Z. 2021. Umbrella platform of Tencent eSports industry in China. Journal of Cultural Economy. 14, 1 (2021), 9--25. DOI:https://doi.org/10.1080/17530350.2020.1788625.Google ScholarGoogle ScholarCross RefCross Ref
  504. Zhao, Y. and Zhu, Y. 2020. Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Jounral of Cultural Studies. (2020).Google ScholarGoogle Scholar
  505. Zhou, W. and Yang Zhou, Z. 2020. E-Sports Report Path and Mode: A Case Study on China Youth Online. The Web Conference 2020 (New York, NY, United States, 2020), 533--539.Google ScholarGoogle Scholar
  506. Zhu, X.Q., Pyun, D. and Manoli, E. 2021. Developing a Conceptual Model of Service Quality for eSports. Quest. 73, 4 (2021), 375--390. DOI:https://doi.org/10.1080/00336297.2021.1976654.Google ScholarGoogle ScholarCross RefCross Ref
  507. Zhuang, W., Yin, K., Zi, Y. and Liu, Y. 2020. Non-Invasive Brain Stimulation: Augmenting the Training and Performance Potential in Esports Players. Brain Sciences. 10, 7 (2020), 1--13. DOI:https://doi.org/10.3390/brainsci10070454.Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Definitions of Esports: A Systematic Review and Thematic Analysis

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in

        Full Access

        • Published in

          cover image Proceedings of the ACM on Human-Computer Interaction
          Proceedings of the ACM on Human-Computer Interaction  Volume 6, Issue CHI PLAY
          CHI PLAY
          October 2022
          986 pages
          EISSN:2573-0142
          DOI:10.1145/3570219
          Issue’s Table of Contents

          Copyright © 2022 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 31 October 2022
          Published in pacmhci Volume 6, Issue CHI PLAY

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader