SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
On the Scientific Relevance of eSports.
2 references·16 citing·46 second hop
On the Scientific Relevance of eSports. (2006)On the Scientific Relevance of eSports.Competitively Contingent Rewards and Intrinsic Motivation: Can Losers Remain Motivated? (2003)Competitively Contingent Rewa…The Wisdom of Teams: Creating the High-Performance Organization (1997)The Wisdom of Teams: Creating…Sponsorship image and value creation in E-sports (2022)Sponsorship image and value c…Understanding Tilt in Esports: A Study on Young League of Legends Players (2021)Understanding Tilt in Esports…To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports (2021)To be or not to be (e)sports?…Analyzing the changes in the psychological profile of professional League of Legends players during competition (2021)Analyzing the changes in the …Esports matrix: Structuring the esports research agenda (2020)Esports matrix: Structuring t…Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review (2020)Converging Evidence Supportin…Social challenge and threat predict performance and cardiovascular responses during competitive video gaming (2019)Social challenge and threat p…Sport psychology in a virtual world: Considerations for practitioners working in eSports (2018)Sport psychology in a virtual…Is diversity good or bad? Evidence from eSports teams analysis (2018)Is diversity good or bad? Evi…Expertise in Professional Overwatch Play (2018)Expertise in Professional Ove…eSports: A new window on neurocognitive expertise? (2018)eSports: A new window on neur…eSport vs sport: A comparison of spectator motives (2018)eSport vs sport: A comparison…Mapping the strategic factor market for sport entrepreneurship (2017)Mapping the strategic factor …Career Transitions of eSports Athletes: A Proposal for a Research Framework (2017)Career Transitions of eSports…Embodiment and fundamental motor skills in eSports (2016)Embodiment and fundamental mo…On the Digital Playing Field (2012)On the Digital Playing FieldThe Perception of the Environment (2002)Reassembling the Social (2005)Reassembling the social: An introduction to actor‐network‐theory (2008)Beyond solitary play in computer games: The social practices of eSports (2014)Professionalized consumption and identity transformations in the field of eSports (2015)Effects of externally mediated rewards on intrinsic motivation. (1971)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Self-Determination Theory and the Explanatory Role of Psychological Needs in Human Well-Being* (2008)Chinese Education Examined via the Lens of Self-Determination (2016)Identifying the neural substrates of intrinsic motivation during task performance (2017)After Virtue: A Study in Moral Theory (1984)Phenomenology of Perception (2013)38. After Virtue: A Study in Moral Theory (2015)eSport vs. Sport: A Comparison of Spectator Motives (2018)Cultural dimensions in management and planning (1984)Production, Information Costs and Economic Organization (1996)Ethnic Diversity and Economic Performance (2005)Validity and utility of alternative predictors of job performance. (1984)Intelligence and educational achievement (2006)The effects of video game playing on attention, memory, and executive control (2008)Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance (2023)Defining elite esports athletes: a scoping review (2024)The psychology of esports: Trends, challenges, and future directions (2025)A Paradigm for Developing Better Measures of Marketing Constructs (1979)Motivation and Personality (1997)Culture's Consequences: Comparing Values, Behaviors, Institutions, and Organizations across Nations (2002)Beyond the Game: Dimensions of Esports Online Spectator Demand (2019)Identification of Players Ranking in E-Sport (2020)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)The benefits of playing video games. (2013)Stress Management Strategies in Esports: An Exploratory Online Survey on Applied Practice (2023)From Content to Context: Videogames as Designed Experience (2006)What Is eSports and Why Do People Watch It? (2017)Social motivations of live-streaming viewer engagement on Twitch (2018)The Finnish Version of the Affinity for Technology Interaction (ATI) Scale: Psychometric Properties and an Examination of Gender Differences (2022)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)PLS-SEM: Indeed a Silver Bullet (2011)Brand sponsorship effectiveness: how self-congruity, event attachment, and subjective event knowledge matters to sponsor brands (2023)Fostering trust and overcoming psychological resistance towards cryptocurrencies and cryptoassets (2023)Sustainable esports entrepreneurs in emerging countries: Audacity, resourcefulness, innovation, transmission, and resilience in adversity (2023)Pedagogies of Engagement: Classroom-Based Practices (2005)When Collections of Creatives Become Creative Collectives: A Field Study of Problem Solving at Work (2006)The Theory and Practice of Online Learning (2008)
this work references cited by second hop

References

  • 1997The Wisdom of Teams: Creating the High-Performance Organization1,493 cited
  • 2003Competitively Contingent Rewards and Intrinsic Motivation: Can Losers Remain Motivated?203 cited

Cited by

  • 2012On the Digital Playing Field251 cited
  • 2020Esports matrix: Structuring the esports research agenda163 cited
  • 2016Embodiment and fundamental motor skills in eSports147 cited
  • 2018eSports: A new window on neurocognitive expertise?136 cited
  • 2018eSport vs sport: A comparison of spectator motives136 cited
  • 2020Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review93 cited
  • 2018Is diversity good or bad? Evidence from eSports teams analysis60 cited
  • 2022Sponsorship image and value creation in E-sports57 cited
  • 2018Sport psychology in a virtual world: Considerations for practitioners working in eSports57 cited
  • 2019Social challenge and threat predict performance and cardiovascular responses during competitive video gaming55 cited
  • 2021Understanding Tilt in Esports: A Study on Young League of Legends Players53 cited
  • 2018Expertise in Professional Overwatch Play45 cited
  • 2021

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports
43 cited
  • 2017Career Transitions of eSports Athletes: A Proposal for a Research Framework42 cited
  • 2021Analyzing the changes in the psychological profile of professional League of Legends players during competition34 cited
  • 2017Mapping the strategic factor market for sport entrepreneurship22 cited