Terug naar de inhoudsopgave?

Abanazir, C. (2018).
Institutionalisation in esports. Sport, Ethics and Philosophy, 10, pp. 1-15.
Abanazir, C. (2019). 
E‑sport and the EU: the view from the English Bridge Union. The International Sports Law Journal, 18, pp. 102–113.
Bartholomeus, E.:
http://prezi.com/xw6p8ina1ny0/voel-me-fit-symposium/
Barnett, L., N. Ridgers, L. Hanna, and J. Salmon (2014).
Parents’ and children’s views on whether active video games are a substitute for the ‘real thing’. 
Qualitative Research in Sport, Exercise and Health 6:1–16.
Blackburn, S. (2001). 
Denk! Filosofie en de grote vragen van het leven. Rotterdam: Lemniscaat.
Borggrefe, C. (2018). 
Kommentar zu: Borchert, Schulke und Schneider (2018) „eSport: Vom Präfix zum Thema für den organisierten Sport!?“.  in: Ger J Exerc Sport Res 2018 · 48:456–457. Springer-Verlag GmbH Deutschland.
Borowy, M. (2012). 
Public gaming: eSport and event marketing in the experience economy. Burnaby: Simon Fraser University.
Bottenburg, M. van (2006). 
Het kapitaal van de sport. Utrecht (oratie ivm installatie hoogleraarschap).
Bruchac, J. & Bruchac, J. (2000). Native American Games and Stories. Colorado (USA): Fulcrum Publishing
Campbell, M.J., Toth, A.J., Moran, A.P, Kowal, M, Exton, C. (2018). 
eSports: A new window on neurocognitive expertise? Progress in Brain Research, 240, pp.161-174.
Crossley R., 2016.
ESL reveals plan to clean up doping, corruption, and cheating in esports.
Di Francisco-Donoghue J, Balentine J, Schmidt G, Zwibel H. (2019). Managing the health of the eSport athlete: an integrated health management model. in: BMJ Open Sport Exerc Med 2019; 5:e000467
Dool, R. van den (2019). 
Gamen & esport in Nederland. Utrecht: Mulier Instituut
Duintjer, O.D. (1977).
Rondom Regels – wijsgerige gedachten over, van, voor regel-geleid gedrag. Amsterdam/Meppel: Boom.
Dubbels, B.R. (2019). 
Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulation. Hershey: IGI Global.
Edwards, H. (1973) 
Sociologie of sports. Homewood, illinois, USA: The Dorsey Press
Ferguson, C. J., & Olson, C. K. (2013).
Friends, fun, frustration and fantasy: Child motivations for video game play. Official Journal of the Society for Motivation and Emotion, 37, pp. 154–164.
Gawrysiak, J. (2017).
esport – Video Games as Sport. In: S.E. Klein, Defining Sport – Conceptions and Bordelines (pp.207-219). New York: Lexington Books.
Griffiths, M.D. 2005.
Relationship between gambling and videogame playing: A response to Johansson and Gotestam. Psychological Reports 96: 644–646.
Hemphill, D. (2005). 
Cybersport. Journal of the Philosophy of Sport, 32, pp.195-207.
Hilvoorde, I. & Pot, N. (2016) 
Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 10, pp. 14-27.
Holt, J. (2016). 
Virtual domains for sports and games. Sport, Ethics and Philosophy, 10, pp.5-13.
Houwers, A. (2018).
De sociale aspecten van online multiplayer gamen en de ontwikkeling van esport – sociaal kapitaal in een virtuele wereld. Masterthesis Sociologie: Universiteit Utrecht.
Hoyng, J. (2009).
It’s all in the game. NISB
Hoyng,J. Deen, M. & J. Sturm (2011). 
Wat beweegt ons? Motivatie en beweeggames. Fontys Hogeschool Eindhoven
Jenny, S. E., Manning, R.D., Keiper, M.C. & Oldrich, T.C. (2016). 
Virtual(ly) athletes: Where eSports Fit Within the definition of Sport. Quest, pp. 1-18.
Jonasson, K. & Thiborg, J. (2010)
Electronic sport and its impact on future sport. in:  Sport in Society Vol. 13, No. 2, March 2010, 287–299
Jonasson (2016).
Broadband and circuits: the place of public gaming in the history of sport, Sport, Ethics and Philosophy, 10:1, 28-41
Kari, T., Karhulahti, V.M. (2016). 
Do E-Athlets Move? A Study on Training and Physical Exercise in Elite esports. International Journal of Gaming and Computer-Mediated Simulations, 8. [14 pagina’s]
Keyi Yin, Yahua Zi, Wei Zhuang, Yang Gao, Yao Tong, Linjie Song, Yu Liu (2020). 
Linking Esports to health risks and benefits: Current knowledge and future research needs. In: Journal of sport and health sciences
Klein, S.E. (2017). 
Defining Sport – Conceptions and Borderlines. London: Lexington Books.
Knop, P. & J. Hoyng (1998). 
De functies en betekenissen van sport. Tilburg: Tilburg University Press.
Lee, Y.H. e.a. (2019).
A Digital Game for Undergraduate Calculus: Immersion, Calculation, and conceptual Understanding. In:  B.R. Dubbels (2019). Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulation (pp.206-227). Hershey: IGI Global.
Lehenbauer-Baum, M. & M. Fohringer (2015).
Towards classification criteria for internet gaming disorder: Debunking differences between addiction and high engagement in a German sample of World of Warcraft players. Computers in Human Behavior 45 (April): 345–351.
McLaughlin, L. (2019).
A taxonomy of Esports Games
Market and Market (juni 2018).
Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023
Masala, D. & Iona, T. (2018).
The Psycho-pedagogic Value of Video Games and E-sports. Senses Sci 2018: 5 (4)676-683. doi: 10.14616/sands- 2018- 5-676683
McGonigal, J. (2012).
Beter dan echt : hoe games ons gelukkiger, slimmer en socialer maken. Amsterdam: Maven Publishing bv.
Nielsen Sports (2018).
Esports in Nederland
Overbeek, S. van & Molenaar, D. (2019).
esports en belastingen. Weekblad fiscaal recht, 148, pp.75-81.
Pannekeet, J. (2018).  
Newzoo’s Esports Business Predictions for 2021: Esports Will Propel Gaming into a Bigger Industry than Traditional Professional Sports
Pannekeet, J. (2019).
Newzoo Global Esports Market Report 2019 | Light Version
Parry, J. (2018).
esports are Not Sports. In: Sport, Ethics and Philosophy, pp.1-16.
Pine and Gilmore (1999).
The experience economy; Work is theatre & every business a stage. Boston: Harvard business school press
Prokop, U. (1972).
Sociologie van de Olympische Spelen; sport en kapitalisme. Bloemendaal: H. Nelissen
Rehbein, F., Kleimann, M. & Mössle, T. (2009).
Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey. pubmed.gov
Rosell Llorens, M. (2017). 
eSport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy, 11, pp 464-476.
Ruggiero, T. E. (2000). 
Uses and gratifications in the 21st century. Mass Communication & Society, 3, pp. 3–37.
Russoniello, C., O’Brian, K. & J. Parks (2009). 
The effectiveness of casual video games in improving mood and decreasing stress. In: Journal of Cyber Therapy and Rehabilitation 2(1):53-66
Ryan, R., Rigby, S. & A. Przybylski (2006). 
The Motivational Pull of Video Games: A Self-Determination Theory Approach. C Springer Science+Business Media, LLC
Seiffert, R., Szymski, D. & Krutsch, W. (2020). 
Esports/Computer Sports. in: Krutsch, W., Mayr, H., Musahl, V., Della Villa, F., Tscholl, P. & Jones, H. (red.): Injury and health risk management in sports; a guide to decision making (p.741-744). Berlijn (D): Springer Verlag GmbH.
Seth E. Jenny, R. Douglas Manning, Margaret C. Keiper & Tracy W. Olrich (2017). 
Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”, Quest, 69, pp. 1-18.
Steenbergen, J. (2004). 
Grenzen aan de sport – een theoretische analyse van het sportbegrip. Maarn: Elsevier.
Stree, N. & Chua, K. (2018) 
5 Most common health concerns for Esport athletes. Rappler.Com.
Sturm, J. (2013). 
Mens en technologie; Aandacht voor gedrag en beleving in een technologische wereld. Eindhoven; Fontys hogeschool HRM en Psychologie
Suits, B.H. (1973). 
The Elements of Sport. In: R.Osterhoudt (Ed.), The Philosophy of Sport: A Collection of Essays (pp.48-64). Springfield, Ill.: Courtesy of Charles C. Thomas, Publisher.
Suits, B.H. (1978). 
The Grasshopper: Games, Life and Utopia. Toronto/Buffalo: University of Toronto.
Suits, B.H. (1988). 
Tricky Triad: Games, Play and Sport. Journal of the Philosophy of Sport, XV, 1-9.
Tamboer, J.W.I. (1992). 
Sport and Motor Actions. Journal of the Philosophy of Sport, XIX, pp.31-45.
Tamboer, J.W.I. (1994). 
On the Contingent Relation Between Motor Actions and Sport: A Reaction to Kretchmar. Journal of the Philosophy of Sport, XXI, pp.82-90.
Tamboer, J.W.I. & Steenbergen, J. (2000). 
Sportfilosofie. Leende: Damon.
Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C., & Newcombe, N. S. (2013).
The malleability of spatial skills: A meta-analysis of training studies. Psychological Bulletin, 139, pp. 352–402.
Wagner, M. (2006). 
On the scientific relevance of eSports. Krems, Oostenrijk: Danube University
Wei Peng & Ming Liu (2010). 
Online Gaming Dependency: A Preliminary Study in China. In: Cyberpsychology, behavior and social networking Volume 13, Number 3, 2010
Wittkowski, E. (2012). 
On the Digital Playing Field: How We ‘‘Do Sport’’ With Networked Computer Games. Games and Culture, 5, pp.349-374.
Yee, N. (2008). 
Maps of digital desires: Exploring the topography of gender and play in online games. Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming, pp. 83-96.

Bronnen

Terug naar de inhoudsopgave?

Abanazir, C. (2018).
Institutionalisation in esports. Sport, Ethics and Philosophy, 10, pp. 1-15.
Abanazir, C. (2019). 
E‑sport and the EU: the view from the English Bridge Union. The International Sports Law Journal, 18, pp. 102–113.
Bartholomeus, E.:
http://prezi.com/xw6p8ina1ny0/voel-me-fit-symposium/
Barnett, L., N. Ridgers, L. Hanna, and J. Salmon (2014).
Parents’ and children’s views on whether active video games are a substitute for the ‘real thing’. 
Qualitative Research in Sport, Exercise and Health 6:1–16.
Blackburn, S. (2001). 
Denk! Filosofie en de grote vragen van het leven. Rotterdam: Lemniscaat.
Borggrefe, C. (2018). 
Kommentar zu: Borchert, Schulke und Schneider (2018) „eSport: Vom Präfix zum Thema für den organisierten Sport!?“.  in: Ger J Exerc Sport Res 2018 · 48:456–457. Springer-Verlag GmbH Deutschland.
Borowy, M. (2012). 
Public gaming: eSport and event marketing in the experience economy. Burnaby: Simon Fraser University.
Bottenburg, M. van (2006). 
Het kapitaal van de sport. Utrecht (oratie ivm installatie hoogleraarschap).
Bruchac, J. & Bruchac, J. (2000). Native American Games and Stories. Colorado (USA): Fulcrum Publishing
Campbell, M.J., Toth, A.J., Moran, A.P, Kowal, M, Exton, C. (2018). 
eSports: A new window on neurocognitive expertise? Progress in Brain Research, 240, pp.161-174.
Crossley R., 2016.
ESL reveals plan to clean up doping, corruption, and cheating in esports.
Di Francisco-Donoghue J, Balentine J, Schmidt G, Zwibel H. (2019). Managing the health of the eSport athlete: an integrated health management model. in: BMJ Open Sport Exerc Med 2019; 5:e000467
Dool, R. van den (2019). 
Gamen & esport in Nederland. Utrecht: Mulier Instituut
Duintjer, O.D. (1977).
Rondom Regels – wijsgerige gedachten over, van, voor regel-geleid gedrag. Amsterdam/Meppel: Boom.
Dubbels, B.R. (2019). 
Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulation. Hershey: IGI Global.
Edwards, H. (1973) 
Sociologie of sports. Homewood, illinois, USA: The Dorsey Press
Ferguson, C. J., & Olson, C. K. (2013).
Friends, fun, frustration and fantasy: Child motivations for video game play. Official Journal of the Society for Motivation and Emotion, 37, pp. 154–164.
Gawrysiak, J. (2017).
esport – Video Games as Sport. In: S.E. Klein, Defining Sport – Conceptions and Bordelines (pp.207-219). New York: Lexington Books.
Griffiths, M.D. 2005.
Relationship between gambling and videogame playing: A response to Johansson and Gotestam. Psychological Reports 96: 644–646.
Hemphill, D. (2005). 
Cybersport. Journal of the Philosophy of Sport, 32, pp.195-207.
Hilvoorde, I. & Pot, N. (2016) 
Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 10, pp. 14-27.
Holt, J. (2016). 
Virtual domains for sports and games. Sport, Ethics and Philosophy, 10, pp.5-13.
Houwers, A. (2018).
De sociale aspecten van online multiplayer gamen en de ontwikkeling van esport – sociaal kapitaal in een virtuele wereld. Masterthesis Sociologie: Universiteit Utrecht.
Hoyng, J. (2009).
It’s all in the game. NISB
Hoyng,J. Deen, M. & J. Sturm (2011). 
Wat beweegt ons? Motivatie en beweeggames. Fontys Hogeschool Eindhoven
Jenny, S. E., Manning, R.D., Keiper, M.C. & Oldrich, T.C. (2016). 
Virtual(ly) athletes: Where eSports Fit Within the definition of Sport. Quest, pp. 1-18.
Jonasson, K. & Thiborg, J. (2010)
Electronic sport and its impact on future sport. in:  Sport in Society Vol. 13, No. 2, March 2010, 287–299
Jonasson (2016).
Broadband and circuits: the place of public gaming in the history of sport, Sport, Ethics and Philosophy, 10:1, 28-41
Kari, T., Karhulahti, V.M. (2016). 
Do E-Athlets Move? A Study on Training and Physical Exercise in Elite esports. International Journal of Gaming and Computer-Mediated Simulations, 8. [14 pagina’s]
Keyi Yin, Yahua Zi, Wei Zhuang, Yang Gao, Yao Tong, Linjie Song, Yu Liu (2020). 
Linking Esports to health risks and benefits: Current knowledge and future research needs. In: Journal of sport and health sciences
Klein, S.E. (2017). 
Defining Sport – Conceptions and Borderlines. London: Lexington Books.
Knop, P. & J. Hoyng (1998). 
De functies en betekenissen van sport. Tilburg: Tilburg University Press.
Lee, Y.H. e.a. (2019).
A Digital Game for Undergraduate Calculus: Immersion, Calculation, and conceptual Understanding. In:  B.R. Dubbels (2019). Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulation (pp.206-227). Hershey: IGI Global.
Lehenbauer-Baum, M. & M. Fohringer (2015).
Towards classification criteria for internet gaming disorder: Debunking differences between addiction and high engagement in a German sample of World of Warcraft players. Computers in Human Behavior 45 (April): 345–351.
McLaughlin, L. (2019).
A taxonomy of Esports Games
Market and Market (juni 2018).
Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023
Masala, D. & Iona, T. (2018).
The Psycho-pedagogic Value of Video Games and E-sports. Senses Sci 2018: 5 (4)676-683. doi: 10.14616/sands- 2018- 5-676683
McGonigal, J. (2012).
Beter dan echt : hoe games ons gelukkiger, slimmer en socialer maken. Amsterdam: Maven Publishing bv.
Nielsen Sports (2018).
Esports in Nederland
Overbeek, S. van & Molenaar, D. (2019).
esports en belastingen. Weekblad fiscaal recht, 148, pp.75-81.
Pannekeet, J. (2018).  
Newzoo’s Esports Business Predictions for 2021: Esports Will Propel Gaming into a Bigger Industry than Traditional Professional Sports
Pannekeet, J. (2019).
Newzoo Global Esports Market Report 2019 | Light Version
Parry, J. (2018).
esports are Not Sports. In: Sport, Ethics and Philosophy, pp.1-16.
Pine and Gilmore (1999).
The experience economy; Work is theatre & every business a stage. Boston: Harvard business school press
Prokop, U. (1972).
Sociologie van de Olympische Spelen; sport en kapitalisme. Bloemendaal: H. Nelissen
Rehbein, F., Kleimann, M. & Mössle, T. (2009).
Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey. pubmed.gov
Rosell Llorens, M. (2017). 
eSport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy, 11, pp 464-476.
Ruggiero, T. E. (2000). 
Uses and gratifications in the 21st century. Mass Communication & Society, 3, pp. 3–37.
Russoniello, C., O’Brian, K. & J. Parks (2009). 
The effectiveness of casual video games in improving mood and decreasing stress. In: Journal of Cyber Therapy and Rehabilitation 2(1):53-66
Ryan, R., Rigby, S. & A. Przybylski (2006). 
The Motivational Pull of Video Games: A Self-Determination Theory Approach. C Springer Science+Business Media, LLC
Seiffert, R., Szymski, D. & Krutsch, W. (2020). 
Esports/Computer Sports. in: Krutsch, W., Mayr, H., Musahl, V., Della Villa, F., Tscholl, P. & Jones, H. (red.): Injury and health risk management in sports; a guide to decision making (p.741-744). Berlijn (D): Springer Verlag GmbH.
Seth E. Jenny, R. Douglas Manning, Margaret C. Keiper & Tracy W. Olrich (2017). 
Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”, Quest, 69, pp. 1-18.
Steenbergen, J. (2004). 
Grenzen aan de sport – een theoretische analyse van het sportbegrip. Maarn: Elsevier.
Stree, N. & Chua, K. (2018) 
5 Most common health concerns for Esport athletes. Rappler.Com.
Sturm, J. (2013). 
Mens en technologie; Aandacht voor gedrag en beleving in een technologische wereld. Eindhoven; Fontys hogeschool HRM en Psychologie
Suits, B.H. (1973). 
The Elements of Sport. In: R.Osterhoudt (Ed.), The Philosophy of Sport: A Collection of Essays (pp.48-64). Springfield, Ill.: Courtesy of Charles C. Thomas, Publisher.
Suits, B.H. (1978). 
The Grasshopper: Games, Life and Utopia. Toronto/Buffalo: University of Toronto.
Suits, B.H. (1988). 
Tricky Triad: Games, Play and Sport. Journal of the Philosophy of Sport, XV, 1-9.
Tamboer, J.W.I. (1992). 
Sport and Motor Actions. Journal of the Philosophy of Sport, XIX, pp.31-45.
Tamboer, J.W.I. (1994). 
On the Contingent Relation Between Motor Actions and Sport: A Reaction to Kretchmar. Journal of the Philosophy of Sport, XXI, pp.82-90.
Tamboer, J.W.I. & Steenbergen, J. (2000). 
Sportfilosofie. Leende: Damon.
Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C., & Newcombe, N. S. (2013).
The malleability of spatial skills: A meta-analysis of training studies. Psychological Bulletin, 139, pp. 352–402.
Wagner, M. (2006). 
On the scientific relevance of eSports. Krems, Oostenrijk: Danube University
Wei Peng & Ming Liu (2010). 
Online Gaming Dependency: A Preliminary Study in China. In: Cyberpsychology, behavior and social networking Volume 13, Number 3, 2010
Wittkowski, E. (2012). 
On the Digital Playing Field: How We ‘‘Do Sport’’ With Networked Computer Games. Games and Culture, 5, pp.349-374.
Yee, N. (2008). 
Maps of digital desires: Exploring the topography of gender and play in online games. Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming, pp. 83-96.

Bronnen