[EN]+[FR] Biblio-source alphabétique

Cette liste s’en tient aux références scientifiques (ou presque).
Only scientific references (or nearly).

[PA] partiellement académique / partially academic.

[NA] Non académique / non academic

Les [FR] signalent des chercheurs francophones.
The [FR] symboles indicate French-speaking researchers (which sometimes publish into English).

N’hésitez pas à contribuer !
Don’t hesitate to contribuate!


Adamus, Tanja.  2012.  “Playing computer games as electronic sport: In search of a theoretical framing for a new research field.” In Computer Games and New Media Cultures: A Handbook of Digital Game Studies, J.  Fromme & Unger, A. (Eds.),pp. 477-490, Berlin: Springer.

Ash, James. 2012. “Technology, technicity, and emerging practices of temporal sensitivity in videogames.” Environment and Planning A 44(1) 187 – 203.


[FR] Barnabé, F., 2014, Le speedrun : pratique compétitive, ludique ou créative ? Trajectoire d’un détournement de jeu vidéo institué en nouveau game. Colloque Scientifique International Ludovia 2014.

Bittanti, M. & Morris S. 2005. Doom. Giocare in prima persona. Milan: Costa & Nolan.

[FR] Besombes, N. 2015. Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. Dans Obœuf A. (dir.) Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

[FR] Besombes, N., Lech, A. & Collard, L. 2016. Corps et motricité dans les jeux vidéo. Revue Corps N°14, 49-58.

[FR] Besombes, N. 2016. Les jeux vidéo compétitifs au prisme des jeux sportifs : du sport au sport électronique. Revue en ligne Sciences du jeu, N°5.

Blum, Bryce (with co-authors). 2014. Foster Pepper whitepapers on legal issues in e-sports. Available at http://www.foster.com/attorneys/bryce-blum.

Borowy, Michael and Jin, Dal Yong. 2013. “Pioneering eSport: The experience economy and the marketing of early 1980s arcade gaming contests.” International Journal of Communication, v. 7.

[FR] Bosc, G. Kaytoue-Uberall, Raïssi C., Boulicaut, J-F. (2014), Fouille de motifs séquentiels pour l’élicitation de stratégies à partir de traces d’interactions entre agents en compétition. In EGC 2014, vol. RNTI-E-26, pp. 359-370.

[FR] Bosc, G., M. Kaytoue, C. Raïssi, J-F. Boulicaut, and P. Tan. 2014. “Mining balanced patterns in real-time strategy games.” LIRIS Research Report. (Extended version of paper presented at European Conference on Artificial Intelligence – ECAI 2014).

Bowman, Nick. 2013. “Facilitating game play: How others affect performance at and enjoyment of video games.” Media Psychology, 16(1): 39-64.

[FR] Burelier F., 2016, La sélection de modèles lors de transitions vers des rôles émergents : Le cas des commentateurs de jeux vidéo en France. Revue française de gestion Volume 42, Numéro 260, Octobre 2016.

Burk, Dan. 2013. “Owning e-Sports: Proprietary Rights in Professional Computer Gaming.” University of Pennsylvania Law Review, Vol 161, pp-1535-1578.

[FR] Buzy-Christmann Delphine, Di Filippo Laurent, Goria Stéphane & Thévenot Pauline, « Correspondances et contrastes entre jeux traditionnels et jeux numériques », Sciences du jeu [En ligne], 5 | 2016, mis en ligne le 21 février 2016, consulté le 23 janvier 2017. URL : http://sdj.revues.org/547 ; DOI : 10.4000/sdj.547


Carter, Marcus and Martin Gibbs. 2013. “eSports in EVE Online: Skullduggery, Fair Play and Acceptability in an Unbounded Competition.” Foundations of Digital Games Conference, 14-17 May, Chania, Greece.

Chee, Florence and Richard K. Smith. 2005. “Online gamers and the ambiguity of community: Korean definitions of togetherness for a new generation.” Internet Research Annual, volume 4. New York: Peter Lang.

Chen Christensen, Natasha. 2006. “Geeks at play: Doing masculinity in an online gaming site.” Reconstruction 6.1 (Winter).

Cheung, Gifford and Jeff Huang. 2011. “Starcraft from the stands: Understanding the game spectator.” CHI ’11 Proceedings of the 2011 annual conference on Human factors in computing systems, ACM, 763-772.

Comerford, Sean. 2012. “Note: International intellectual property rights and the future of global ‘e-sports.’” Brooklyn Journal of International Law, 37, 623.

Consalvo, Mia, Konstantin Mitgutsch, and Abe Stein (Eds.) 2013. Sports Videogames. New York: Routledge.

Conway, Steven. 2010. “‘It’s in the game’ and above the game.” Convergence 16 (3): 334- 354.

Crawford, Garry. 2005. “Digital gaming, sport, and gender.” Leisure Studies 24 (3): 259–270.

Crawford, Garry, and Victoria K. Gosling. 2009. “More Than a game: Sports-themed video games and player narratives.” Sociology of Sport Journal 26: 50–66.


Dor, S., 2014, The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. The international journal of computer game research, volume 14 issue 1 August 2014.

[FR] Ducrocq-Henry S., 2011, Les tribus ludiques du « LAN party » : perspectives d’apprentissage et de socialisation en contexte de compétition de jeux vidéo en réseau local, Thèse de doctorat, UQAM, Montréal.

[FR] Ducrocq-Henry, S., 2011 Apprendre ensemble en classe via des jeux vidéo populaires : le modèle du LAN pédagogique, Canadian Journal of Learning and Technology : Vol 37, N°2, Québec.

[FR] Ducrocq-Henry, Samuelle. 2011.  The Therapeutic LAN : a group intervention method involving network video game as social simulator. Journal of CyberTherapy and Rehabilitation; June 22, 2011. (Version numérique: http://www.highbeam.com/doc/1G1-260138365.html )


Faust, Kyle, Joseph Meyer, and Mark Griffiths. 2013. “Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study.” International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March.

Ferrari, Simon. 2013. “Esport and the human body: Foundations for a popular aesthetics.” Proceedings of DiGRA 2013: Defragging Game Studies, Atlanta, GA.

[PA] Franke T. (2015), The Perception of eSports – Mainstream Culture, Real Sport and Marketisation. In J. Hiltscher and T. Scholz (eds.), eSports yearbook 2013/2014, Norderstedt, Germany: Books on Demand GmbH, pp.111-144.


Gandolfi, E., 2016, To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences. Journal of Gaming & Virtual Worlds, Volume 8, Number 1, 1 March 2016, pp. 63-82(20).

Gommesen, Niels. 2012. “The affective audience in professional e-sport: An exploration of spectators, and their impact on video game playing.” MsC thesis, IT University of Copenhagen.

Guorui, Zhang. 2012. “Bibliometric analysis on e-sports in China.” Advances in Computer Science and Engineering, AISC 141, 111-118.


Hamilton, William, Oliver Garretson, and Andruid Kerne. 2014. “Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media.” CHI 2014, April 26–May 1, 2014, Toronto, Ontario, Canada.

[PA] Härig D. 2015, Marketing and Sponsorship in eSports. In J. Hiltscher and T. Scholz (eds.), eSports yearbook 2013/2014, Norderstedt, Germany: Books on Demand GmbH, pp.55-59

Harper, Todd. 2010. The Art of War: Fighting Games, Performativity, and Social Game Play. PhD dissertation, Ohio University.

Harper, Todd. 2014. The Culture of Digital Fighting Games: Performance and Practice. New York: Routledge.

Harry, Drew. 2012. Designing Complementary Communication Systems. PhD dissertation, MIT Media Lab, Cambridge, MA.

Heer, B. 2017. Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review

Hinnant, Neal. 2013. “Practicing work, perfecting play: League of Legends and the sentimental education of e-sports” MA thesis, Georgia State University, Dept. of Communication.

Hollist, Katherine E. 2015. “Time to be grown-ups about video gaming: The rising esports industry and the need for regulation.” Arizona Law Review 57:823-847.

Holt, J., 2016, Virtual domains for sports and games. Sport, Ethics and Philosophy, Volume 10, 2016 – Issue 1: Sport and Play in a Digital World.

Hong J-C, Liu M-C. (2003), A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19, pp. 245-258

Hutchins, Brett. 2008. “Signs of meta-change in second modernity: The growth of e-sport and the World Cyber Games.” New Media and Society 10 (6): 851–869.

Hutchins, Brett and David Rowe. 2012. Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. London: Routledge.


Jin, Dal Yong. 2010. Korea’s Online Gaming Empire. Cambridge, MA: The MIT Press.

Jin, Dal Yong, and Florence Chee. 2009. “The politics of online gaming.” In Gaming Cultures and Place in Asia- Pacific, ed. Larissa Hjorth and Dean Chan, 19–38. New York: Routledge.

Jonasson, Kalle and Jesper Thiborg. 2010. “Electronic sport and its impact on future sport.” Sport in Society 13 (2): 287–299.


[FR] Kaytoue, Mehdi and Chedy Raïssi. 2012. “Watch me playing, I am a professional.” WWW 2012 Companion. April 16–20, 2012, Lyon, France.

Kow, Yong Ming and Timothy Young. 2013. “Media technologies and learning in the StarCraft eSport community.” CSCW ’13, San Antonio, Texas.

Kow, Yong Ming, Timothy Young, and Katie Salen Tekinbas. 2014. Crafting the metagame: Connected learning in the StarCraft 2 community. Irvine, CA: Digital Media and Learning Research Hub.


[FR] Lefebvre, Florian, 2016, Le développement de l’eSport en France permet-il la mise en place d’une dynamique de professionnalisation des acteurs de cette industrie économique ? Le cas des joueurs professionnels d’eSport. Master 2, université Paris Sud (Orsay).

Leonard, David. 2008. “To the white extreme in the mainstream: Manhood and white youth culture in a virtual sports world.” In Youth Culture and Sport, ed. Michael D. Giardina and Michele K. Donnelly, 91–112. New York: Routledge.

Lowood, Henry. Forthcoming. “‘Beyond the game’: The Olympic ideal and competitive e-sports.” In Play and Politics: Games, Civic Engagement, and Social Activism, ed. Douglas Thomas and Joshua Fouts.

Lowood, Henry. 2007. “‘It’s not easy being green’: Real-time game performance in Warcraft.” In Videogame/Player/Text, ed. Barry Atkins and Tanya Krzywinska, 83–100. Manchester: Palgrave.

[FR] Low-Kam, C., C. Raïssi, M. Kaytoue, and J. Pei. 2013. “Mining statistically significant sequential patterns,” ICDM 2013.


Ma, Hu, Yinbo Wu and Xinyu Wu. 2013. “Research on essential difference of E-sport and Online Game.” Informatics and Management Science V, Lecture Notes in Electrical Engineering 208.

McCrea, Christian. 2009. “Watching Starcraft, strategy and South Korea.” In Gaming Cultures and Place in Asia-Pacific, ed. Larissa Hjorth and Dean Chan, 179–193. New York: Routledge.

[FR]Meriguet, Matthias, La communication et le marketing dans l’expansion de l’esport en Europe. Mémoire de master, ISCPA et Sciences Po Aix.

Moeller, Ryan M., Bruce Esplin, and Steven Conway. 2009. “Cheesers, pullers, and glitchers: The rhetoric of sportsmanship and the discourse of online sports gamers.” Game Studies, 9 (2).

[FR] Mora P., 2005, “Derrière l’e-sport : un conflit d’experts de jeux réseaux compétitifs.” In Fortin, Mora, Trémel, Les jeux vidéo : pratiques, contenus et enjeux sociaux, Paris: L’Harmattan.

[FR] Mora, Philippe and Stéphane Héas. 2005. “From videogamer to e-sportsman : Toward a growing professionalism of world-class players?.” In Doom: Giocare in Prima Persona, Matteo Bittanti and Sue Morris, Eds. Milano: Costa & Nolan. [Originally published in French in Consommations et Sociétés, special videogames issue, coordinated by Mélanie Roustan. Translated to Italian for Doom book and English version available online.]

Morris S., 2003, WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media, DiGRA’03, Proceedings of the 2003 DiGRA International Conference : Level up. Nov. 4-6, Utrecht, Netherlands.


Nguyen & Hung, 2016, E-sport organization and professional gamers in Finland. Lahti University of Applied Sciences.


[FR] Paberz C., (2012), « Le jeu vidéo comme sport en Corée du Sud ? ». In Hermès, Quand jouer c’est communiquer, pp. 48-51.

Pedersen J. B., 2002, Pro-gamers. United-States, United Kingdom and the Nordic Countries. Gale Research.

[FR] Peter C., 2007, “Motricité virtuelle” et communication médiatisée :usages sociaux des jeux video. Thèse de doctorat en sociologie.

[FR] Peter C., 2007, Goût pour les jeux video, gout pour le sport, deux activités liées chez les adolescents. Ministère de la culture, culture prospective, 2007, n°2.

[FR] Philippette T, Campion, B., (2012), On justification : WoW, EQ2 and Aion forums. In Well played volume 2, number 2, pp.59-78.


[FR] [NA] Vallat Thierry, 2015, Un cadre juridique pour l’Esport: le sport électronique se dote enfin d’un statut légal. Publication sur son blog.

[FR] [NA] Vallat Thierry, 2015, L’avènement de l’Association France E-Sport: la charrue numérique avant les boeufs ?. Publication sur son blog.


Talmadge Wright, Eric Boria, Paul Breidenbach: Creative Player Actions in FPS Online Video Games – Playing Counter-Strike. Game Studies 2(2) (2002)

Toft-Nielsen, Claus and Tof Norgard, Rikke (2015) Expertise as gender performativity and corporeal craftsmanship. Towards a multiplayered understanding of gaming expertise. Convergence, April 24.


Rai L, Gao Y. 2008, Future Perspectives on Next Generation ESports Infrastructure and Exploring Their Benefits. In International Journal of Sports Science and Engineering 3.1 : pp. 27-33.

Rambusch, Jana. 2011. Mind Games Extended: Understanding Gameplay as Situated Activity. PhD disseration, Linköping Studies in Science and Technology.

Rambusch, Jana, Peter Jakobsson, and Daniel Pargman. 2007. “Exploring e-sports: A case study of gameplay in Counter-Strike.” In Situated Play: Proceedings of the Digital Games Research Association (DiGRA) Conference 2007, ed. Akira Baba. Tokyo: University of Tokyo.

Randhawa N. (2015), The Games, the Audience and the Performance. In pp.15-22.

Reeves, Stuart, Barry Brown, and Eric Laurier. 2009. “Experts at play: Understanding skilled expertise.” Games and Culture 4 (3): 205–227.

[FR] Rioult, Metivier, Helleu, Scelles & Durand, 2012, Fouille de traces de jeu vidéo en compétition: Une approche stratégique et sportive. Ingénierie des systèmes d’information, 2012, vol. 17, no 2 (138 p.).

Rothman, Jennifer. 2013. “E-sports as a prism for the role of evolving technology in intellectual property.” University of Pennsylvania Law Review Online 116: 317-329.


[PA] Scholz T. (2010). What Can We Learn from Starcraft. In J. Christophers and T. Scholz (eds.), eSports yearbook 2009, Norderstedt, Germany: Books on Demand GmbH, pp.82-85.

[PA] Scholz T. (2012), New Broadcasting Ways in IPTV- The Case of the Starcraft Broadcasting Scene. Pp.89-102

[PA] Scholz T. (2015), Game Leadership – What can We Learn from Competitive Games ? In In J. Hiltscher and T. Scholz (eds.), eSports yearbook 2013/2014, Norderstedt, Germany: Books on Demand GmbH, pp.93-106.

[PA] Scholz T., Feldhaus A. (2015). Mentoring in eSports. In In J. Hiltscher and T. Scholz (eds.), eSports yearbook 2013/2014, Norderstedt, Germany: Books on Demand GmbH pp.66-75.

Sell, Jesse. 2015. E-Sports Broadcasting. MsC thesis, MIT, Cambridge, MA.

Seo, Yuri. 2013. “Electronic sports: A new marketing landscape of the experience economy.” Journal of Marketing Management, published online 21 August.

Stald, Gitte. 2001. “Meeting in the combat zone: Online multi-player computer games as spaces for social and cultural encounters.” In Proceedings of Association of Internet Researchers Conference, ed. Leslie Shade. Minneapolis, USA.

Swalwell, M. L. 2009. “LAN gaming groups: Snapshots from an Australasian case study, 1999–2008.” In Gaming cultures and place in Asia-Pacific, ed. L. Hjorth and D. Chan, 117–136. Oxon, UK: Routledge.

Szablewicz, Marcella. 2011. “From addicts to athletes: Participation in the discursive construction of digital games in urban China.” In Selected Papers of Internet Research, IR 12.0 conference.


Taylor, Nicholas T. 2009. Power Play: Digital Gaming Goes Pro. PhD Dissertation, York University, Toronto.

Taylor, Nicholas T. 2009. “Where the women are(n’t): Gender and a North American ‘pro-gaming’ scene.” In Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of the 2009 Digital Games Research Association conference, eds. Barry Atkins, Helen Kennedy, and Tanya Krzywinska. London.

Taylor, Nicholas T. 2011. “Play globally, act locally: The standardization of pro Halo 3 gaming.” International Journal of Gender, Science and Technology, 3(1).

Taylor, Nicholas T. 2012. “A silent team is a dead team”: Communicative norms in team-based Halo 3 play. In G. Voorhees, (Ed.), Guns, grenades and grunts: First person shooter games. New York: Continuum.

Taylor, Nicholas T. 2015. “Play to the camera: Video ethnography, spectatorship, and e-sports,” Convergence, 24 April.

Taylor, Nicholas, Jenson, Jen and de Castell, Suzanne (2009) ‘Cheerleaders/booth babes/ Halo hoes: progaming, gender and jobs for the boys’, Digital Creativity, 20: 4, 239 — 252

Taylor, T.L. 2012. Raising the Stakes: The Professionalization of Computer Gaming. Cambridge, MA: The MIT Press.

Taylor, T. L., and Emma Witkowski. 2010. “This is how we play it: What a mega-LAN can teach us about games.” In Proceedings of the Fifth International Conference on the Foundations of Digital Game, ed. Yusuf Pisan. Monterey, CA: ACM Press.


[FR] [PA] Vallat Thierry, 2015, Le droit de l’e-sport dans le projet de loi numérique : vers la définition d’un cadre juridique pour le sport électronique. Village de la justice.

[FR] [NA] Vallat Thierry, 2016, L’avènement de l’Association France E-Sport: la charrue numérique avant les boeufs ? Publication sur son blog


Wagner, Michael. 2006. “On the scientific relevance of eSports.” In Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development. Las Vegas, Nevada: CSREA Press.

Weiss T., Schiele S., 2013, Virtual worlds in competitive contexts : Analizing eSports consumer needs. In Electron Markets, 23, pp.307-616.

Wimmer, Jeffrey. 2012. “Digital game culture(s) as prototype(s) of mediatization and commercialization of society.” In Computer Games and New Media Cultures: A Handbook of Digital Game Studies, J.  Fromme & Unger, A. (Eds.),  pp. 525-540, Berlin: Springer.

[PA] Witkowski, Emma. 2009. “Probing the sportiness of eSports,” in J. Christophers and T. Scholz (eds.), eSports yearbook 2009, Norderstedt, Germany: Books on Demand GmbH, pp. 53 – 56.

Witkowski, Emma. 2012. Inside the Huddle: The Sociology and Phenomenology of Team Play in Networked Computer Games. PhD dissertation, IT University of Copenhagen, Denmark.

Witkowski, Emma. 2012. “On the Digital Playing Field: How We ‘Do Sport’ With Networked Computer Games.” Games and Culture, 7:349-374.

Witkowski, Emma. 2013. “Eventful masculinities: Negotiations of hegemonic sporting masculinities at LANs,” in Mia Consalvo, Konstantin Mitgutsch, and Abe Stein (Eds.) Sports Videogames. New York: Routledge.

Witkowski, Emma. 2014. “Competition and Cooperation,” in B. Perron and M. J. Wolf, (eds.)  The Routledge Companion to Video Game Studies. New York: Routledge.

World Intellectual Property Organization. 2013. “The legal status of video games: Comparative analysis in national approaches,” 29 July 2013.


Zolides, Andrew. 2015. “Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding,” Persona Studies, 1.2, 42-53.


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