Sei sulla pagina 1di 2

Online

article
Online
Confere
nce
Paper

Book
Online
Journal
Internet
Source
Online
Confere
nce
Paper
Online
Journal
Book
Blog
post
Online
Journal

Mackenzie, B. (2004). History of Sport and Games. Retrieved from


https://www.brianmac.co.uk/history.htm
Wagner, M. G. (2006). On the Scientific Relevance of eSports. Conference
proceedings of the 2006 International Conference on Internet
Computing & Conference on Computer Games Development,
ICOMP 2006, Las Vegas, Nevada. Retrieved from
http://citeseerx.ist.psu.edu/viewdoc/download?
doi=10.1.1.84.82&rep=rep1&type=pdf
Talamini, J. & Page, C. (1909). Sport and Society: An Anthology. Little
Brown and Company.
Seo, Y. (2016). Professionalized consumption and identity transformations
in the field of eSports. Journal of Business Research, 69(1), 264
272.
Mackenzie, B. (2001). Skill, Technique and Ability. Retrieved from:
https://www.brianmac.co.uk/skills.htm
Green, C. & Bavalier, D. (2004). Digital Media: Transformations in Human
Communication. Messaris & Humphreys (Eds.), The Cognitive
Neuroscience of Video Games. Retrieved from
http://greenlab.psych.wisc.edu/documents/The-CognitiveNeuroscience-of-Video-Games(Green-Bavelier-2006).pdf
Granic, I., Lobel, A., & Engels, R. (2014). The benefits of playing video
games. American Psychological Association, 69(1), 66-78.
doi: 10.1037/a0034857
Coakley, J. (1993). Sport in Society: Issues and Controversies. McGraw
Hill, New York.
Teh, I. (2007). A Look Into: The Booming Industry Of E-Sports [Blog Post].
Retrieved from
http://www.hongkiat.com/blog/e-sport-industry/
Jenny, S., Manning, R., Keiper, M., & Olrich, T. (2016). Virtual(ly) athletes:
Where eSports fit within the definition of Sport. Quest, 1543-2750.
Retrieved from
http://www.tandfonline.com/loi/uqst20

Online
Thesis

Robertson, C. (2015). Wandering the World without Leaving Your Chair:


Crossing Borders Through eSports (Student Research Paper,
University Honor Program Theses). Retrieved from
http://digitalcommons.georgiasouthern.edu/cgi/viewcontent.cgi?
article=1128&context=honors-theses

Internet

Mueller, S. (2016, May 5). IMG debuts esports training program, with

Source

Internet
Source

Internet
Source

Internet
Source

Internet
Source

complexity the first team attending boot camp. Retrieved from


http://www.dailydot.com/esports/img-esports-academy-boot-campcomplexity/
Parkin, S. (2014). Esports: Boot camps give gaming teams the vital edge.
Retrieved from
https://www.newscientist.com/article/mg22329824-000-esportsboot-camps-give-gaming-teams-the-vital-edge/
Savov, V. (2015). Dota 2 is the world's richest e-sport, so why aren't its
players happy?. Retrieved from
http://www.theverge.com/2015/5/13/8597121/dota-2-professionalgaming-tournaments-the-international
Pineda, J. (2016). The Good, The Bad, The Implications of a bet-less
esports community. Retrieved from
http://www.mineski.net/news/the-good-the-bad-the-implications-ofa-bet-less-esports-community
Wingfield, N. (2014). In E-Sports, Video Gamers Draw Real Crowds and
Big Money. Retrieved from
http://www.nytimes.com/2014/08/31/technology/esports-explosionbrings-opportunity-riches-for-video-gamers.html?_r=1

Potrebbero piacerti anche