University of Economics in Katowice, Katowice, Poland
References
Adamus, T. (2012). Playing computer games as electronic sport: In search of a theoretical framework for a new research field. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures (pp. 477–490). Dordrecht: Springer. https://doi.org/10.1007/978-94-007-2777-9_3010.1007/978-94-007-2777-9_30
Anderson, C.A. & Carnagey, N.L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45(4), 731–739. https://doi.org/10.1016/j.jesp.2009.04.01910.1016/j.jesp.2009.04.019
Bányai, F., Griffiths, M.D., Király, O. & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of Gambling Studies, 35(2), 351–365. https://doi.org/10.1007/s10899-018-9763-110.1007/s10899-018-9763-1
Block, F., Hodge, V., Hobson, S., Sephton, N., Devlin, S., Ursu, M.F., Cowling, P. I. (2018). Narrative bytes: Data-driven content production in esports. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video - TVX ‘18 (pp. 29–41). New York, NY: ACM Press. https://doi.org/10.1145/3210825.321083310.1145/3210825.3210833
Brock, T. (2017). Roger Caillois and e-sports: On the problems of treating play as work. Games and Culture, 12(4), 321–339. https://doi.org/10.1177/155541201668687810.1177/1555412016686878
Brown, K.A., Billings, A.C., Murphy, B., & Puesan, L. (2018). Intersections of fandom in the age of interactive media: eSports fandom as a predictor of traditional sport fandom. Communication and Sport, 6(4), 418–435. https://doi.org/10.1177/216747951772728610.1177/2167479517727286
Buro, M. & Churchill, D. (2012). Real-time strategy game competitions. AI Magazine, 33(3), 106. https://doi.org/10.1609/aimag.v33i3.241910.1609/aimag.v33i3.2419
Carter, M. & Gibbs, M. R. (2013). eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition. In Proceedings of Foundation of Digital Games - FDG’13 (pp. 47–54).
Curley, A., Nausha, M., Slocum, J. & Lombardi, D. (2016). What motivates esports fans? A data-driven approach to business and development strategy. Southern Methodist University Guildhall. Retrieved from http://andrewcurley.net/s/Curley_ThesisPaper.pdf
Davidovici-Nora, M. & Myriam. (2017). e-Sport as leverage for growth strategy: The example of League of Legends. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 33–46. https://doi.org/10.4018/IJGCMS.201704010310.4018/IJGCMS.2017040103
Donaldson, S. (2017). Mechanics and metagame: Exploring binary expertise in League of Legends. Games and Culture, 12(5), 426–444. https://doi.org/10.1177/155541201559006310.1177/1555412015590063
Drachen, A., Yancey, M., Maguire, J., Chu, D., Wang, I. Y., Mahlmann, T., Klabajan, D. (2014). Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2). In 2014 IEEE Games Media Entertainment (pp. 1–8). Toronto, ON, Canada: IEEE. https://doi.org/10.1109/GEM.2014.704810910.1109/GEM.2014.7048109
Funk, D.C., Pizzo, A.D. & Baker, B.J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7–13. https://doi.org/10.1016/j.smr.2017.07.00810.1016/j.smr.2017.07.008
Georgen, C. (2015). Well played & well watched: Dota 2, spectatorship, and eSports. Well Played A Journal on Video Games, Values, and Meaning, 4(1), 179–191.
Hallmann, K. & Giel, T. (2018). eSports – Competitive sports or recreational activity? Sport Management Review, 21(1), 14–20. https://doi.org/10.1016/j.smr.2017.07.01110.1016/j.smr.2017.07.011
Hamari, J. & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125–141. https://doi.org/10.1016/j.ijinfomgt.2017.01.00610.1016/j.ijinfomgt.2017.01.006
Hamari, J. & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-008510.1108/IntR-04-2016-0085
Heckmann, P.L. & Furini, L. (2018). The introduction of women’s teams in FIFA 16 and how Brazilian women reacted to it. Estudos Em Comunicação, 1(26), 247–260. https://doi.org/10.20287/ec.n26.v1.a14
Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review, 21(1), 21–24. https://doi.org/10.1016/j.smr.2017.07.00210.1016/j.smr.2017.07.002
Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M. & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58–67. https://doi.org/10.1016/j.chb.2018.02.01310.1016/j.chb.2018.02.013
Holden, J., Kaburakis, A. & Rodenberg, R.M. (2017). The future is now: Esports policy considerations and potential litigation. Journal of Legal Aspects of Sport, 27(1), 46–78. https://doi.org/10.1123/jlas.2016-001810.1123/jlas.2016-0018
Hope, A. (2014). The evolution of the electronic sports entertainment industry and its popularity. Computers for Everyone, 1, 87–89.
Jenny, S.E., Keiper, M.C., Taylor, B.J., Williams, D.P., Gawrysiak, J., Manning, R.D. & Tutka, P.M. (2018). eSports venues: A new sport business opportunity. Journal of Applied Sport Management, 10(1), 34–49. https://doi.org/10.18666/JASM-2018-V10-I1-8469
Jenny, S.E., Manning, R.D., Keiper, M.C. & Olrich, T.W. (2017). Virtual(ly) athletes: Where eSports fit within the definition of “Sport.” Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.114451710.1080/00336297.2016.1144517
Karhulahti, V.M. (2016). Prank, troll, gross and gore: Performance issues in Esport live-streaming. In 1st International Joint Conference of DiGRA and FDG (pp. 1–13). Dundee.
Karhulahti, V.M. (2017). Reconsidering esport: Economics and executive ownership. Physical Culture and Sport, Studies and Research, 74(1), 43–53. https://doi.org/10.1515/pcssr-2017-001010.1515/pcssr-2017-0010
Kari, T. & Karhulahti, V.M. (2016). Do E-athletes move? : A study on training and physical exercise in elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53–66. https://doi.org/10.4018/IJGCMS.201610010410.4018/IJGCMS.2016100104
Karsenti, T. & Bugmann, J. (2018). eSport: A new university sport? International Journal of Technologies in Higher Education, 15(1), 74–87. https://doi.org/10.18162/ritpu-2018-v15n1-07
Kayali, F. & Purgathofer, P. (2008). Two halves of play - Simulation versus abstraction and transformation in sports videogames design. Eludamos. Journal for Computer Game Culture, 2(2), 105–127.
Kretschmann, R. (2012). Digital sport-management games and their contribution to prospective sport-managers’ competence development. Advances in Physical Education, 2(4), 179–186. https://doi.org/10.4236/ape.2012.2403110.4236/ape.2012.24031
Lee, D. & Schoenstedt, L.J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal of Research, 6(2), 39–44.
Lipovaya, V., Lima, Y., Grillo, P., Barbosa, C E., de Souza, J.M. & Duarte, F.J.de C.M. (2018). Coordination, communication, and competition in eSports: A comparative analysis of teams in two action games. In Proceedings of the 16th European Conference on Computer-Supported Cooperative Work - Exploratory Papers. European Society for Socially Embedded Technologies (EUSSET). https://doi.org/10.18420/ecscw2018_11
Lu, F., Yamamoto, K., Nomura, L.H., Mizuno, S., Lee, Y. & Thawonmas, R. (2013). Fighting game artificial intelligence competition platform. In Proc. of the 2nd IEEE Global Conference on Consumer Electronics (GCCE 2013) (pp. 320–323). Tokyo: IEEE. https://doi.org/10.1109/GCCE.2013.666484410.1109/GCCE.2013.6664844
Macey, J. & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344–353. https://doi.org/10.1016/j.chb.2017.11.02710.1016/j.chb.2017.11.027
Markovits, A.S. & Green, A.I. (2017). FIFA, the video game: a major vehicle for soccer’s popularization in the United States. Sport in Society, 20(5–6), 716–734. https://doi.org/10.1080/17430437.2016.115847310.1080/17430437.2016.1158473
Martoncik, M. (2015). E-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior, 48, 208–211. https://doi.org/10.1016/j.chb.2015.01.05610.1016/j.chb.2015.01.056
McCutcheon, C., Hitchens, M. & Drachen, A. (2018). eSport vs irlSport. In A. Cheok, M. Inami, & T. Romão (Eds.), Lecture Notes in Computer Science (pp. 531–542). Champagne, IL: Springer. https://doi.org/10.1007/978-3-319-76270-8_3610.1007/978-3-319-76270-8_36
Newzoo. (2018a). Global eSports Market Report. Retrieved from https://newzoo.com/insights/trend-reports/global-eSports-market-report-2018-light/
Newzoo. (2018b). Global Games Market Report. Retrieved from https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2018-light-version/
Nielsen, R.K.L. & Karhulahti, V.-M. (2017). The problematic coexistence of “internet gaming disorder” and esports. In Proceedings of the International Conference on the Foundations of Digital Games - FDG ’17 (pp. 1–4). New York, NY: ACM. https://doi.org/10.1145/3102071.310635910.1145/3102071.3106359
Parry, J. (2019). E-sports are not sports. Sport, Ethics and Philosophy, 13(1), 3–18. https://doi.org/10.1080/17511321.2018.148941910.1080/17511321.2018.1489419
Parshakov, P. & Zavertiaeva, M. (2018). Determinants of performance in eSports: A country-level analysis. International Journal of Sport Finance, 13(1), 34–51.
Pizzo, A.D., Baker, B.J., Na, S., Lee, M.A., Kim, D. & Funk, D.C. (2018). eSport vs. Sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 108–123.
Reer, F. & Krämer, N.C. (2018). Psychological need satisfaction and well-being in first-person shooter clans: Investigating underlying factors. Computers in Human Behavior, 84, 383–391. https://doi.org/10.1016/j.chb.2018.03.01010.1016/j.chb.2018.03.010
Rosell Llorens, M. (2017). eSport gaming: The rise of a new sports practice. Sport Ethics and Philosophy, 11(4), 464–476. https://doi.org/10.1080/17511321.2017.131894710.1080/17511321.2017.1318947
Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S.R., & 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), 295–311. https://doi.org/10.1177/019372351877328710.1177/0193723518773287
Salo, M. (2017). Career transitions of esports athletes: A proposal for a research framework. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 22–32. https://doi.org/10.4018/IJGCMS.201704010210.4018/IJGCMS.2017040102
Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13–14), 1542–1560. https://doi.org/10.1080/0267257X.2013.82290610.1080/0267257X.2013.822906
Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272. https://doi.org/10.1016/J.JBUSRES.2015.07.03910.1016/J.JBUSRES.2015.07.039
Seo, Y. & Jung, S.-U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635–655. https://doi.org/10.1177/146954051455371110.1177/1469540514553711
Sjöblom, M., & 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, 985–996. https://doi.org/10.1016/j.chb.2016.10.01910.1016/j.chb.2016.10.019
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, 1, SI), 38–52. https://doi.org/10.4018/IJGCMS.201610010310.4018/IJGCMS.2016100103
Stein, A., Mitgutsch, K. & Consalvo, M. (2013). Who are sports gamers? A large scale study of sports video game players. Convergence: The International Journal of Research into New Media Technologies, 19(3), 345–363. https://doi.org/10.1177/135485651245984010.1177/1354856512459840
Stokes, B. & Williams, D. (2018). Gamers who protest: Small-group play and social resources for civic action. Games and Culture, 13(4), 327–348. https://doi.org/10.1177/155541201561577010.1177/1555412015615770
Willimczik, K. (2019). eSport is not sport-eSport and sport have meanings. An analysis from the perspective of a philosophy of language instead of ontological debates. German Journal of Exercise and Sport Research, 49(1), 78–90. https://doi.org/10.1007/s12662-019-00569-210.1007/s12662-019-00569-2
Witkowski, E. (2012). On the digital playing field: How we “do sport” with networked computer games. Games and Culture, 7(5), 349–374. https://doi.org/10.1177/155541201245422210.1177/1555412012454222