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Stay up to date with the latest announcements and updates from the ERN community

März 24, 2021

Esports in Space: Developing Games with Esport Potential

The goals of the esports research network include working with industry to help develop a sustainable future for esports. We...

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März 22, 2021

Will Partin discusses „Esports as a Cultural Industry“ on The Esports Research Report

William Partin is a Researcher at the Data & Society Research Institute and an Affiliate at the Center for Information,...

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März 11, 2021

Esports and the Olympics? – 4 ERN members give their thoughts

The Olympics and esports is one of the eternal questions that comes up with each new announcement by the IOC...

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Okt. 6, 2020

Reconsidering the Value of the Esports Industry: New Research & New Thinking

The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape by Joseph Ahn, William Collis, Seth Jenny In our...

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Sep. 8, 2020

The parallels of golf and esports: History repeated?

An article by Nepomuk Nothelfer & Tobias M. Scholz. Esports is often compared to sports, and this has led to...

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Juli 9, 2020

Esports and the “crisis” of masculinity in games

The global games industry is having a “#MeToo” moment – albeit not for the first time (Klepik, 2019). The last...

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Juli 9, 2020

Foundation of the Esports Research Network Association

On July 7, 2020, the Esports Research Network (ERN) held their second formalization meeting and with 50 founding members present...

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Juni 12, 2020

Psychological and Physiological Stress in Esports

Playing esports can be considered a motivated performance (e.g., Pedraza-Ramirez et al., 2020) that if played competitively should lead to...

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Mai 30, 2020

Contextualizing the Esports stand of the DOSB (German Olympic Sports Association)

The Deutscher Olympischer Sportbund (DOSB), which is the German federation for sport, says, that esports is no sport. From a...

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Mai 19, 2020

Quantifying Energy Expenditure and Cognitive Fatigue of Esports Athletes During Competition

Although Esports is undergoing continual and rapid growth, reaching more than 450 million spectators worldwide (Russ, 2019), there is no...

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