Terug naar de inhoudsopgave?
Bronnen

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.


Aleksic, V., Ivanovic, M. (2017).

A Literature Review of Empirical Research on Effects of Digital Games on Learning Styles and Multiple Intelligences. Croatian Journal of Education - Hrvatski asopis za odgoj i obrazovanje. 2017;19. doi:10.15516/cje.v19i2.2060


Barendregt, L. (2021).

Gelderland pompt half miljoen in centrum voor getalenteerde gamers. Geraadpleegd van: https://www.gelderlander.nl/arnhem/gelderland-pompt-half-miljoen-in-centrum-voor-getalenteerde-gamers~a43b26b1/?referrer=https%3A%2F%2Fwww.google.com%2F. [Op 16-08-2022].

Bartholomeus, E.:

Voel me fit Symposium. Geraapleegd van: http://prezi.com/xw6p8ina1ny0/voel-me-fit-symposium/. [Op 16-08-2022]


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.


Besombes, N. (2019).

Esports Chronology. Medium website. Geraadpleeg van: https://medium.com/@nicolas.besombes/esports-chronology-896e2a7b2f7e. [Op 16-08-2022].


Besombes, N. (2019). 

Esports Ecosystem & Landscape. Medium website. Geraadpleegd van: https://medium.com/@nicolas.besombes/esports-ecosystem-and-landscape-3dbbd653dc2c. [Op 16-08-2022].


Besombes, N. (2019). 

Esports & competitive games by genre. Medium website. Geraadpleegd van: https://medium.com/@nicolas.besombes/esports-competitive-games-by-genre-61fcaf9c6a8f. [Op 16-08-2022].


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


Bulkens, D. (2022). 

Beweeggames: wat zijn de effecten op gezondheid? Alles over Sport. Geraadpleegd van: https://www.allesoversport.nl/thema/beweegstimulering/beweeggames-wat-zijn-de-effecten-op-gezondheid/. [Op 16-08-2022].


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.


Daniels, Tom. (2021).

Top 10 highest viewed esports events of 2021. Esports Insider. Geraadpleegd van: https://esportsinsider.com/2021/12/highest-viewed-esports-events-2021/#:~:text=League%20of%20Legends%20is%20highly,its%20viewership%20figures%20highlight%20that.[Op 16-08-2022].


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


Electronic Arts. (2021).

Electronic Arts Announces Multiplatform EA SPORTS FIFA Global Expansion. Geraadpleegd van: https://www.ea.com/en-au/news/ea-sports-fifa-global-expansion. [Op 16-08-2022].


Emara, A., Ng, M., Cruickshank, J., Kampert, M., Piuzzi, N., Schaffer,  J., King, D. (2020). Gamer's Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports. Current Sports Medicine Reports: December 2020 - Volume 19 - Issue 12 - p 537-545 doi: 10.1249/JSR.0000000000000787


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.


Heylen, K. (2019).

Professionele Fortnite-gamer klaagt team aan: "Wurgcontract". Geraadpleegd van: https://www.vrt.be/vrtnws/nl/2019/05/22/populaire-en-succesvolle-gamer-klaagt-over-wurgcontract/. [Op 16-08-2022].


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


Interactive Software Federation Europe. (2021).

The guide to esports. 


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]


Kelly, S. & Leung, J. (2021).

The New Frontier of Esports and Gaming: A Scoping Meta-Review of Health Impacts and Research Agenda. 


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.


Le Hean, V. (2021).

Riot Games gaat 100 miljoen dollar betalen na schikking. Geraadpleegd van: https://www.esportsclub.nl/nieuws/riot-games-honderd-miljoen-schikking-rechtszaak. [Op 16-08-2022].


Lindberg, L., Nielsen, SB., Damgaard, M., Sloth, OR., Rathleff, MS., Straszek, CL. (2020). Musculoskeletal pain is common in competitive gaming: a cross-sectional study among Danish esports athletes. BMJ Open Sport Exerc Med. 2020 Aug 28;6(1):000799. doi: 10.1136/bmjsem-2020-000799. eCollection 2020.


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.


Newzoo. (2019).

Newzoo Global Esports Market Report 2019 | Light Version


Newzoo. (2020).

2020 Global Esports Market Report (Free Version).


Newzoo. (2021).

2021 Global Esports & Live Streaming Market Report (Light Version).


Newzoo. (2021).

Newzoo’s Esports Trends to Watch in 2021. Geraadpleegd van: https://newzoo.com/insights/articles/newzoos-esports-trends-to-watch-in-2021. [Op 16-08-2022].


Newzoo. (2022).

Global Esports & Live Streaming Market Report Free Version | 2022


Nielsen Sports (2018).

Esports in Nederland


NOS Nieuws. (2019). 

Nederlandse gamer Rojo (21) tweede op WK Fortnite. Geraadpleegd van: https://nos.nl/artikel/2295428-nederlandse-gamer-rojo-21-tweede-op-wk-fortnite. [Op 16-08-2022].


NOS Nieuws. (2021). 

Giphart wil jongeren aan het lezen krijgen met game Assassin’s Creed Valhalla. Geraadpleegd van: https://nos.nl/artikel/2380245-giphart-wil-jongeren-aan-het-lezen-krijgen-met-game-assassin-s-creed-valhalla. [Op 16-08-2022].


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


Parish, D. (2013).

Online game League of Legends star gets U.S. visa as pro athlete. Geraadpleegd van: https://www.latimes.com/business/la-xpm-2013-aug-07-la-fi-online-gamers-20130808-story.html. [Op 16-08-2022].

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


Pironnet, S. (2020).

Esports: Press X to Regulate. Een onderzoek naar de juridische kwalificatie van esports en esporters in België. KU Leuven (masterscriptie).


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Sociologie van de Olympische Spelen; sport en kapitalisme. Bloemendaal: H. Nelissen


Proximus. (2021).

De Belgian League fuseert met zijn tweelingbroer, de Dutch League. Geraadpleegd van: https://www.proximus.be/pickx/nl/2175441/de-belgian-league-fuseert-met-zijn-tweelingbroer-de-dutch-league. [Op 16-08-2022].


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


Rombouts M, Dorsselaer S van, Scheffers - van Schayck T, Tuithof M, Kleinjan M, Monshouwer K. (2019). 

Jeugd en riskant gedrag. Utrecht: Trimbos-instituut.


Roon, van A., & Lee, J. (2021).

DISABLING /ALL CHAT. Geraadpleegd van: https://www.leagueoflegends.com/en-us/news/game-updates/disabling-all-chat/. [Op 16-08-2022].


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.


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Sportbeleid. 29 juni 2022. Vaste commissie voor Volksgezondheid, Welzijn en SportCommissiedebat (03:59 uur en 45 seconden). Geraadpleegd van: https://debatgemist.tweedekamer.nl/node/29041. [Op 16-08-2022].


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.


Scholz, T. (2019).

Deciphering the World of eSports. International Journal on Media Management 2020, Vol. 22, No.1, 1-12 https://doi.org/10.1080/14241277.2020.1757808


Steenbergen, J. (2004). 

Grenzen aan de sport – een theoretische analyse van het sportbegrip. Maarn: Elsevier. Stree, N. & Chua, K. (2018) 

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Mens en technologie; Aandacht voor gedrag en beleving in een technologische wereld. Eindhoven; Fontys hogeschool HRM en Psychologie


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The Grasshopper: Games, Life and Utopia. Toronto/Buffalo: University of Toronto.


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Breda en BUas zetten samen nog meer in op esports: ‘Veel meer dan gaming alleen’. Geraadpleegd van: https://www.bndestem.nl/breda/breda-en-buas-zetten-samen-nog-meer-in-op-esports-veel-meer-dan-gaming-alleen~a30e1497/?referrer=https%3A%2F%2Fwww.google.com%2F&referrer=https%3A%2F%2Fwww.google.com%2F. [Op 16-08-2022].


Trimbos-instuut (2022). 

Gamen en agressie. Geraadpleegd van: www.gameninfo.nl/effecten/gamen-en-agressie. [Op 13-07-2021].


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Risico’s, voordelen en regulering van games. Utrecht: Trimbos-instituut.


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Sportfilosofie. Leende: Damon.


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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.


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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.

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.


Aleksic, V., Ivanovic, M. (2017).

A Literature Review of Empirical Research on Effects of Digital Games on Learning Styles and Multiple Intelligences. Croatian Journal of Education - Hrvatski asopis za odgoj i obrazovanje. 2017;19. doi:10.15516/cje.v19i2.2060


Barendregt, L. (2021).

Gelderland pompt half miljoen in centrum voor getalenteerde gamers. Geraadpleegd van: De Gelderlander. [Op 16-08-2022].

Bartholomeus, E.:

Voel me fit Symposium. Geraapleegd van: Prezi. [Op 16-08-2022]


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.


Besombes, N. (2019).

Esports Chronology. Medium website. Geraadpleeg van: Nicolas Besombes. [Op 16-08-2022].


Besombes, N. (2019). 

Esports Ecosystem & Landscape. Medium website. Geraadpleegd van: Nicolas Besombes. [Op 16-08-2022].


Besombes, N. (2019). 

Esports & competitive games by genre. Medium website. Geraadpleegd van: Nicolas Besombes. [Op 16-08-2022].


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


Bulkens, D. (2022). 

Beweeggames: wat zijn de effecten op gezondheid? Alles over Sport. Geraadpleegd van: Allesoversport.nl. [Op 16-08-2022].


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.


Daniels, Tom. (2021).

Top 10 highest viewed esports events of 2021. Esports Insider. Geraadpleegd van: Esports insider.[Op 16-08-2022].


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


Electronic Arts. (2021).

Electronic Arts Announces Multiplatform EA SPORTS FIFA Global Expansion. Geraadpleegd van: EA. [Op 16-08-2022].


Emara, A., Ng, M., Cruickshank, J., Kampert, M., Piuzzi, N., Schaffer,  J., King, D. (2020). Gamer's Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports. Current Sports Medicine Reports: December 2020 - Volume 19 - Issue 12 - p 537-545 doi: 10.1249/JSR.0000000000000787


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.


Heylen, K. (2019).

Professionele Fortnite-gamer klaagt team aan: "Wurgcontract". Geraadpleegd van: vrt.be. [Op 16-08-2022].


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


Interactive Software Federation Europe. (2021).

The guide to esports. 


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]


Kelly, S. & Leung, J. (2021).

The New Frontier of Esports and Gaming: A Scoping Meta-Review of Health Impacts and Research Agenda. 


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.


Le Hean, V. (2021).

Riot Games gaat 100 miljoen dollar betalen na schikking. Geraadpleegd van: Esportsclub. [Op 16-08-2022].


Lindberg, L., Nielsen, SB., Damgaard, M., Sloth, OR., Rathleff, MS., Straszek, CL. (2020). Musculoskeletal pain is common in competitive gaming: a cross-sectional study among Danish esports athletes. BMJ Open Sport Exerc Med. 2020 Aug 28;6(1):000799. doi: 10.1136/bmjsem-2020-000799. eCollection 2020.


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.


Newzoo. (2019).

Newzoo Global Esports Market Report 2019 | Light Version


Newzoo. (2020).

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