| 期刊論文1. | Funk, D. C.、Pizzo, A. D.、Baker, B. J.(2018)。eSport management: Embracing eSport education and research opportunities。Sport Management Review,21(1),7-13。 | 2. | Brickell, A.(2017)。Addressing integrity and regulatory risks in esports: The responsibility of the whole esports community。Gaming Law Review,21(8),603-609。 | 3. | Callus, P.、Potter, C.(2017)。Michezo Video: Nairobi's gamers and the developers who are promoting local content。Critical African Studies,9(3),302-326。 | 4. | Crompton, J.(1994)。Benefits and Risks Associated with Sponsorship of Major Events。Festival Management and Event Tourism,2(2),65-74。 | 5. | Crompton, J. L.(2015)。Potential negative outcomes from sports sponsorship。International Journal of Sports Marketing and Sponsorship,16(3),20-34。 | 6. | Cunningham, G. B.、Fairley, S.、Ferkins, L.、Kerwin, S.、Lock, D.、Shaw, S.、Wicker, P.(2018)。eSport: Construct specifications and implications for sport management。Sport Management Review,21(1),1-6。 | 7. | Gainsbury, S. M.、Abarbanel, B.、Blaszczynski, A.(2017)。Game on: comparison of demographic profiles, consumption behaviors, and gambling site selection criteria of esports and sports bettors。Gaming Law Review,21(8),575-587。 | 8. | Gainsbury, S. M.、Abarbanel, B.、Blaszczynski, A.(2017)。Intensity and gambling harms: exploring breadth of gambling involvement among esports bettors。Gaming Law Review,21(8),610-615。 | 9. | Griffiths, M.(2017)。The psychosocial impact of professional gambling, professional video gaming & eSports。Casino & Gaming International,28,59-63。 | 10. | Holden, J. T.(2018)。Trifling and Gambling with Virtual Money。UCLA Entertainment Law Review,25(1),41-96。 | 11. | Holden, J. T.、Ehrlich, S. C.(2017)。Esports, Skins Betting, and Wire Fraud Vulnerability。Gaming Law Review,21(8),566-574。 | 12. | Holden, J. T.、Kaburakis, A.、Rodenberg, R.(2017)。The Future Is Now: Esports Policy Considerations and Potential Litigation。Journal of Legal Aspects of Sport,27(1),46-78。 | 13. | Holden, J. T.、Kaburakis, A.、Rodenberg, R. M.(2018)。Esports: Children, stimulants and video-gaming-induced inactivity。Journal of Paediatrics and Child Health,54(8),830-831。 | 14. | Holden, J. T.、Rodenberg, R. M.、Kaburakis, A.(2017)。Esports Corruption: Gambling, Doping, and Global Governance。Maryland Journal of International Law,32(1),236-273。 | 15. | Jenny, S. E.、Keiper, M. C.、Taylor, B. J.、Williams, D. P.、Gawrysiak, J.、Manning, R. D.、Tutka, P. M.(2018)。eSports Venues: A New Sport Business Opportunity。Journal of Applied Sport Management,10(1),34-49。 | 16. | Kozachuk, J.、Foroughi, C. K.、Freeman, G.(2016)。Exploring electronic sports: An interdisciplinary approach。Proceedings of the Human Factors and Ergonomics Society 2016 Annual Meeting,60(1),2118-2122。 | 17. | Keiper, M. C.、Manning, R. D.、Jenny, S.、Olrich, T.、Croft, C.(2017)。No reason to LoL at LoL: the addition of esports to intercollegiate athletic departments。Journal for the Study of Sports and Athletes in Education,11(2),143-160。 | 18. | Kaye, L. K.、Pennington, C. R.、McCann, J. J.(2018)。Do casual gaming environments evoke stereotype threat? Examining the effects of explicit priming and avatar gender。Computers in Human Behavior,78,142-150。 | 19. | Lacey, R.、Close, A. G.(2013)。How fit connects service brand sponsors with consumers' passions for sponsored events。International Journal of Sports Marketing and Sponsorship,14(3),57-73。 | 20. | Lokhman, N.、Karashchuk, O.、Kornilova, O.(2018)。Analysis of eSports as a commercial activity。Problems and Perspectives in Management,16(1),207-213。 | 21. | Menti, D. C.、Araújo, D. C. D.(2017)。Violência de gênero contra mulheres no cenário dos eSports。Conexão-- Comunicação e Cultura,16(31),73-88。 | 22. | Martinelli, D.(2017)。Skin gambling: Have we found the millennial goldmine or imminent trouble?。Gaming Law Review,21(8),557-565。 | 23. | Manoli, A. E.(2018)。Sport marketing's past, present and future; an introduction to the special issue on contemporary issues in sports marketing。Journal of Strategic Marketing,26(1),1-5。 | 24. | Peša, A. R.、Čičin-Šain, D.、Blažević , T.(2017)。New business model in the growing e-sports industry。Poslovna izvrsnost,11(2),121-131。 | 25. | Owens, M. D.(2016)。What's in a Name? eSports, Betting, and Gaming Law。Gaming Law Review and Economics,20(7),567-570。 | 26. | Stivers, C.(2017)。The First Competitive Video Gaming Anti-Doping Policy and Its Deficiencies Under European Union Law。San Diego International Law Journal,18(2),263-294。 | 27. | Sylvester, R.、Rennie, P.(2017)。The world's fastest-growing sport: maximizing the economic success of esports whilst balancing regulatory concerns and ensuring the protection of those involved。Gaming Law Review,21(8),625-629。 | 28. | Yang, S.、Ha, S.(2014)。Brand knowledge transfer via sponsorship in the financial services industry。Journal of Services Marketing,28(6),452-459。 | 29. | Zolides, A.(2015)。Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding。Persona Studies,1(2),42-53。 | 會議論文1. | Blackburn, J.、Kwak, H.(2014)。STFU NOOB! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games。The 23rd international conference on World wide web。Association for Computing Machinery。877-888。 | 2. | Neto, J. A. M.、Yokoyama, K. M.、Becker, K.(2017)。Studying Toxic Behavior Influence and Player Chat in an Online Video Game。The International Conference on Web Intelligence。ACM。26-33。 | 3. | Stein, V.、Scholz, T. M.(2016)。Sky is the Limit-- Esports as Entrepreneurial Innovator for Media Management。The International Congress on Interdisciplinarity in Social and Human Sciences。University of Algarve. CIEO-- Research Centre for Spatial and Organizational Dynamics。622-631。 | 研究報告1. | (2019)。eSports audience size worldwide from 2012 to 2020, by type of viewers (in millions)。 | 學位論文1. | Chalmet, X.(2015)。Sponsorship within eSports: Examining the Sponsorship Relationship Quality Constructs(碩士論文)。University of Gothenburg。 | 2. | Korpimies, S.(2017)。Sponsorships in eSports(學士論文)。Aalto University。 | 圖書1. | Cressey, Donald R.(1973)。Other People's Money: A Study in the Social Psychology of Embezzlement。Montclair, NJ:Patterson Smith。 | 2. | Cohen, L.、Manion, L.、Morrison, K.(2018)。Research methods in education。Routledge。 | 3. | Albrecht, S. W.、Howe, K. R.、Rommey, M.(1984)。Deterring Fraud: The Internal Auditors' Perspective。Institute of Auditors Research Foundation。 | 4. | Brooks, G.、Aleem, A.、Button, M.(2013)。Fraud, Corruption and Sport。Palgrave Macmillan。 | 5. | ESA(2017)。2016 Annual Report。 | 6. | Gifford, C.(2017)。Gaming Record Breakers。Carlton Books Limited。 | 7. | Li, R.(2016)。Good luck have fun: the rise of eSports。Skyhorse Publishing。 | 8. | Lieberman, A.、Esgate, P.(2002)。The Entertainment Marketing Revolution: Bringing the Moguls, the Media, and the Magic to the World。Financial Times Prentice Hall。 | 9. | Mooney, C.(2018)。Inside the E-Sports Industry。Norwood House Press。 | 10. | Scholz, T. M.(2019)。eSports is Business: Management in the World of Competitive Gaming。Springer Nature。 | 11. | Shabir, N.(2017)。Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space。Independently published。 | 12. | Ströh, J. H. A.(2017)。The eSports Market and eSports Sponsoring。Tectum Verlag。 | 13. | Winnan, C. D.(2016)。An Entrepreneur's Guide to the Exploding World of eSports: Understanding the Commercial Significance of Counter-Strike, League of Legends and DotA 2。The Borderland Press。 | 其他1. | (2018)。Libro blanco de los esports en España,http://www.aevi.org.es/web/wp-content/uploads/2018/05/ES_libroblanco_online.pdf。 | 2. | CGC Europe(2015)。Marketing Channel eSports-- How to get the attention of young adults?,http://docplayer.net/12867287-Marketing-channel-esports-how-to-get-the-attention-of-young-adults.html。 | 3. | Lee, J.(2017)。3 Awesome Social Networks Just for Gamers,https://www.makeuseof.com/tag/3-awesome-social-networks-just-for-gamers/。 | 4. | (2016)。Free 2016 Global Esports Market Report: An Overview of the Esports Market & its Valuable Audience,http://resources.newzoo.com/2016-esports-market-and-esports-audience。 | 5. | (2018)。Free 2018 Global Esports Market Report,http://resources.newzoo.com/2018-global-esports-market-report-light。 | 6. | Pike, N.,Master, S.(2017)。The Esports Playbook: Maximizing your investment through understanding the fans,http://www.nielsen.com/us/en/insights/reports/2017/the-esports-playbook-maximizing-investment-through-understanding-the-fans.html。 | 7. | (2020)。Most viewed games,https://platform.newzoo.com/rankings/streaming。 | 8. | SuperData(2015)。eSports: The market brief 2015,https://pt.scribd.com/document/269675603/ESports-Market-Brief-2015-SuperData-Research。 | 圖書論文1. | Brenda, H. K. S.(2017)。Spectating the Rift: A Study into eSports Spectatorship。eSports Yearbook 2015/16。Books on Demand GmbH。 | 2. | Billings, A. C.、Rodgers, E. B. D.、Rodgers, R. P.、Wiggins, B. P.(2019)。Esports Spectator Motivation。Understanding Esports: An Introduction to the Global Phenomenon。Rowman & Littlefield。 | 3. | Christophers, J.(2011)。Why Cheating Is A Crime-- The ESL Wire Story。eSports Yearbook 2010。Books on Demand GmbH。 | 4. | Goetomo, F.(2017)。eSports in Korea: A Study on League of Legends Team Performances on the Share Price of Owning Corporations。eSports Yearbook 2015/16。Books on Demand GmbH。 | 5. | Hiltscher, J.、Scholz, T. M.(2017)。[eSports Yearbook 2015/16] Preface。eSports Yearbook 2015/16。Books on Demand GmbH。 | 6. | Kuhn, K. A. L.(2009)。The Market Structure and Characteristics of Electronic Games。Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies。Information Science Reference。 | 7. | Menasce, R. M.(2019)。From Casual to Professional: How Brazilians Achieved eSports Success in Counter-Strike: Global Offensive。eSports Yearbook 2017/18。Books on Demand GmbH。 | 8. | Mah, J.(2011)。The Globe of eSports: Our Cultures, Our Worlds。eSports Yearbook 2010。Books on Demand GmbH。 | 9. | Misra, A.、Danwani, A.(2012)。The world of eSports-- Through a Girl Gamer's Eye。eSports Yearbook 2011/12。Books on Demand GmbH。 | |
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