Have a personal or library account? Click to login
eSports Evolution in Football Game Series Cover
Open Access
|Aug 2019

References

  1. 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
  2. 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
  3. 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/s10899-018-9763-129508260
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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).
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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.
  15. 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
  16. 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
  17. 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
  18. 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.a1410.20287/ec.n26.v1.a14
  19. 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
  20. 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
  21. 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
  22. Hope, A. (2014). The evolution of the electronic sports entertainment industry and its popularity. Computers for Everyone, 1, 87–89.
  23. 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-I1-846910.18666/JASM-2018-V10-I1-8469
  24. 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
  25. 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.
  26. 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
  27. 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
  28. 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-v15n1-0710.18162/ritpu-2018-v15n1-07
  29. 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), 105–127.10.7557/23.5974
  30. 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
  31. Lee, D. & Schoenstedt, L.J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal of Research, 6(2), 39–44.
  32. 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
  33. 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
  34. 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
  35. 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
  36. 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
  37. 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
  38. Newzoo. (2018a). Global eSports Market Report. Retrieved from https://newzoo.com/insights/trend-reports/global-eSports-market-report-2018-light/
  39. Newzoo. (2018b). Global Games Market Report. Retrieved from https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2018-light-version/
  40. 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
  41. 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
  42. Parshakov, P. & Zavertiaeva, M. (2018). Determinants of performance in eSports: A country-level analysis. International Journal of Sport Finance, 13(1), 34–51.
  43. 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), 108–123.10.32731/SMQ.272.062018.04
  44. 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
  45. 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
  46. 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
  47. 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
  48. 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
  49. 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
  50. 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
  51. 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
  52. 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
  53. 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
  54. 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
  55. 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
  56. 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
DOI: https://doi.org/10.2478/pcssr-2019-0020 | Journal eISSN: 1899-4849 | Journal ISSN: 2081-2221
Language: English
Page range: 50 - 62
Submitted on: Aug 24, 2018
|
Accepted on: Jun 3, 2019
|
Published on: Aug 17, 2019
In partnership with: Paradigm Publishing Services
Publication frequency: Volume open

© 2019 Kacper Zagała, Artur Strzelecki, published by Józef Piłsudski University of Physical Education in Warsaw
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License.