Esports research: A literature review

JG Reitman, MJ Anderson-Coto, M Wu… - Games and …, 2020 - journals.sagepub.com
Accompanying esports' explosion in popularity, the amount of academic research focused
on organized, competitive gaming has grown rapidly. From 2002 through March 2018 …

The impact of esports participation on the development of 21st century skills in youth: A systematic review

Y Zhong, K Guo, J Su, SKW Chu - Computers & Education, 2022 - Elsevier
Esports have increased in popularity among young people over the past decade. There is
evidence that involvement in esports helps young players to develop skills that are needed …

" An ideal human" expectations of AI teammates in human-AI teaming

R Zhang, NJ McNeese, G Freeman… - Proceedings of the ACM …, 2021 - dl.acm.org
Driven by state-of-the-art AI technologies, human-AI collaboration has become an important
area in computer-supported teamwork research. While human-AI collaboration has been …

Toxic behaviors in team-based competitive gaming: The case of league of legends

Y Kou - Proceedings of the annual symposium on computer …, 2020 - dl.acm.org
Toxic behaviors in online gaming such as flaming and harassment have been gaining
attention from the research community, yet little consensus has formed about what …

Definitions of esports: a systematic review and thematic analysis

J Formosa, N O'donnell, EM Horton, S Türkay… - Proceedings of the …, 2022 - dl.acm.org
The esports market has been growing exponentially has been growing exponentially with
much interest from industry and academia. Perhaps because of this growth, there is a lack of …

Emotion regulation in esports gaming: A qualitative study of league of legends

Y Kou, X Gui - Proceedings of the ACM on Human-Computer …, 2020 - dl.acm.org
Today eSports gaming is enjoying growing popularity in the world and much attention from
various research areas, including CSCW. eSports gaming is a highly competitive …

Will esports result in a higher prevalence of problematic gaming? A review of the global situation

T Chung, S Sum, M Chan, E Lai… - Journal of behavioral …, 2019 - akjournals.com
Background and aims Video gaming is highly prevalent in modern culture, particularly
among young people, and a healthy hobby for the majority of users. However, in recent …

Social support, self-regulation, and psychological skill use in e-athletes

MG Trotter, TJ Coulter, PA Davis, DR Poulus… - Frontiers in …, 2021 - frontiersin.org
The aims of the present study were twofold. First, to investigate self-reported social support,
self-regulation, and psychological skill use in esports athletes (e-athletes) compared to …

Physical exercise and performance in esports players: An initial systematic review

C McNulty, SE Jenny, O Leis… - Journal of …, 2023 - journals.humankinetics.com
Background: Participation in esports (excluding active video games) has raised concerns
due to its sedentary nature and the potential negative effects this may have on player health …

Vibing together: Dance experiences in social virtual reality

R Piitulainen, P Hämäläinen, ED Mekler - Proceedings of the 2022 CHI …, 2022 - dl.acm.org
Dancing is a universal human activity, and also a domain of enduring significance in Human-
Computer Interaction (HCI) research. However, there has been limited investigation into how …