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.2017040103
Donaldson, S. (2017). Mechanics and metagame: Exploring binary expertise in League of Legends. Games and Culture,
12(5), 426–444. https://doi.org/10.1177/1555412015590063
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.2014.7048109
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.2017.07.008
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.2017.07.011
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.2017.01.006
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-04-2016-0085
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.2017.07.002
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.2018.02.013
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.2016-0018
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/10.1080/00336297.2016.1144517
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-2017-0010
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.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.2012.24031
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