Setting the scientific stage for esports psychology: A systematic review

I Pedraza-Ramirez, L Musculus, M Raab… - International Review of …, 2020 - Taylor & Francis
Competitive gaming, better known as electronic sports (esports), is rapidly growing in
popularity. We systematically reviewed the available literature regarding the psychological …

An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

EA Boyle, T Hainey, TM Connolly, G Gray, J Earp… - Computers & …, 2016 - Elsevier
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …

The structure of performance and training in esports

E Nagorsky, J Wiemeyer - PloS one, 2020 - journals.plos.org
Esports as the competitive play of digital games has gained considerable popularity.
However, a comprehensive framework for esport training is still missing. In this paper, a …

A brief history of serious games

P Wilkinson - … Computing and Serious Games: International GI …, 2016 - Springer
Serious Games are now an established field of study. In this field most would attribute the
rise of Serious Games to Clark C Abt's creation of the term in 1970, or indeed Ben Sawyer's …

Factors influencing eSports viewership: An approach based on the theory of reasoned action

M Xiao - Communication & Sport, 2020 - journals.sagepub.com
The current study employs the theory of reasoned action to examine factors that correlate
with the behavioral intentions of watching eSports. A structural equation modeling analysis …

Social video gaming and well-being

ND Bowman, D Rieger, JHT Lin - Current Opinion in Psychology, 2022 - Elsevier
Despite stereotypes of video games as isolating technologies, video gaming can be a highly
social activity that contributes to well-being. Advances in computing technology and greater …

Men's harassment behavior in online video games: Personality traits and game factors

WY Tang, J Fox - Aggressive behavior, 2016 - Wiley Online Library
Online video games afford co‐play and social interaction, often anonymous, among players
from around the world. As predicted by the social identity model of deindividuation effects …

The 'eudaimonic experience': A scoping review of the concept in digital games research

R Daneels, ND Bowman, D Possler… - Media and …, 2021 - cogitatiopress.com
Digital games have evolved into a medium that moves beyond basic toys for distraction and
pleasure towards platforms capable of and effective at instigating more serious, emotional …

[HTML][HTML] Watching people is not a game: Interactive online corporeality, Twitch. tv and videogame streams

SLR Anderson - Game Studies, 2017 - gamestudies.org
Recent videogames research has followed a trend of studying the human element of
gaming, meaning the people, bodies and physical contexts of gaming. Across disciplines …

More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games

M Elson, J Breuer, JD Ivory… - Journal of …, 2014 - academic.oup.com
Recent research has attempted to describe meaningful experiences with entertainment
media that go beyond hedonic enjoyment. Most of this research focuses on noninteractive …