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1. Physical Activity and Self-Determination towards Exercise among Esports Athletes

2. The Level of Physical Activity, E-Game-Specific Reaction Time, and Self-Evaluated Health and Injuries' Occurrence in Non-Professional Esports Players.

3. Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games.

4. Physical Activity and Self-Determination towards Exercise among Esports Athletes.

5. Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games

6. Are They Athletes? A Self-Assessment of Athletic Identity Measurement and Perceived Benefits of Collegiate Esports Participants.

7. Callouts as a coordinating device in a team-based networked first-person shooter game

9. Push and Pull Factors in E-Sports Livestreaming: A Partial Least Squares Structural Equation Modeling Approach.

10. Towards a Community-Based Ranking System of Overwatch Players

11. The defining characteristics of esports players. A systematic review of the samples used in esports research.

12. Opportunity and inequality in the emerging esports labor market.

13. Perceptual-Cognitive Demands of Esports and Team Sports: A Comparative Study

14. Behavioral Analysis of eSports Spectators: A Research Proposal

16. Um Novo Capítulo na Pesquisa em Esports? Mapeamento, Lacunas e os Primeiros Anos dos Esports Móveis na Academia

17. A qualitative analysis of the perceived determinants of success in elite esports athletes.

18. Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”.

19. Burnout, resilience, and coping among esports players: A network analysis approach.

20. Forging a Link between Competitive Gaming, Sport and the Olympics: History and New Developments.

22. Gaming as an Educational Tool to Teach Entrepreneurial Skills.

23. PSYCHOLOGICAL AND PHYSIOLOGICAL ANXIETY AND STRESS IN COMPETITIVE E-SPORTS SETTINGS.

24. Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang 'BaiZe' Xinyu at the 2017 Hearthstone Summer Championship.

25. The currency of influence: a study of the external impact of Teamfight Tactics' metagame and its effect on player strategy.

26. The currency of influence: a study of the external impact of Teamfight Tactics' metagame and its effect on player strategy.

27. Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming

28. Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming.

29. Esports Research: A Literature Review.

30. The influence of an esports-adapted coping effectiveness training (E-CET) on resilience, mental health, and subjective performance among elite league of Legends players: A pilot study.

31. The use of heart rate variability in esports: A systematic review.

32. The currency of influence: a study of the external impact of Teamfight Tactics' metagame and its effect on player strategy

33. The eSports ecosystem: Stakeholders and trends in a new show business.

34. Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming

35. TeamSkill Evolved: Mixed Classification Schemes for Team-Based Multi-player Games

36. Health and psychological factors associated with in-game rank, and positive youth development in esports

37. TeamSkill: Modeling Team Chemistry in Online Multi-player Games

38. User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games

39. The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface

40. The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface

41. Stress and coping in esports

42. User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games

43. Adoption of Sports Law Principles in Esports: The need for a more comprehensive governance model in Esports to protect stakeholders

44. Play to the camera.

46. The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface

47. User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games

48. Constructing authentic esports spectatorship: An ethnography

49. Longitudinal analysis of stressors, stress, coping and coping effectiveness in elite esports athletes.

50. Puumailoista ylämummoon : Näkökulmia digitaalisten jääkiekkopelien tutkimukseen

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