All Stories

  1. Competitive Video Game Players Exhibit More Worry-Related Anxiety Before and During Gameplay Compared With Casual Gamers
  2. Listen to the coaches: Practitioners' perspectives on the relevance of selected cognitive skills and assessments for esports performance
  3. Competitive Collegiate Esports Programs
  4. Introduction to Global Esports Cultures
  5. Key Terms Definitions
  6. Routledge Handbook of Esports
  7. The Future of Esports
  8. Current Status and Key Topics in Esports Research
  9. Defining and Spelling Esports
  10. Esports Coaching
  11. Esports Education
  12. Esports Ergonomics and Injuries
  13. Esports Performance Skills
  14. Esports in the Olympics
  15. General Recommendations for Esports Research
  16. Introduction to Esports
  17. Introduction to Esports Education
  18. Introduction to Esports Players
  19. Introduction to Esports Research
  20. Organizations, Labs/Centers, and Journals Related to Esports Research
  21. “A bunch of big idiots smack into each other” – A mixed-method investigation of learning rugby through video gaming compared to traditional instruction
  22. Physical Educators’ Exergaming Integration Experiences, Attitudes, and Self-Efficacy Beliefs
  23. Physical Exercise and Performance in Esports Players: An Initial Systematic Review
  24. Introduction to Feature Series
  25. Foundations for Esports Curricula in Higher Education
  26. Breaking up prolonged sitting with a 6 min walk improves executive function in women and men esports players: a randomised trial
  27. Developing and designing esports curricula in higher education
  28. Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review
  29. VIRTUAL AND AUTHENTIC TENNIS: SIMILARITIES AND DIFFERENCES OF THREE COMMON TENNIS STROKES PERFORMED BY COLLEGIATE PLAYERS
  30. Sport Management Majors’ Perceived Motivators and Barriers to Participation in a College-Sponsored International Experience
  31. An Examination of the Differences in Flow between Individual and Team Athletes
  32. Increasing Physical Activity in Schools 30 Seconds at a Time
  33. Bringing Challenge Course Activities Into the Classroom: Pedagogical Strengths, Obstacles, and Recommendations
  34. eSports Venues: A New Sport Business Opportunity
  35. Are Highly Successful Cross Country Running Coaches Humanistic?
  36. The Effectiveness of Developing Motor Skills Through Motion-Based Video Gaming: A Review
  37. No reason to LoL at LoL: the addition of esports to intercollegiate athletic departments
  38. Pedagogical Innovations for the Millennial Sport Management Student: Socrative and Twitter
  39. No Need for Training Wheels: Ideas for Including Balance Bikes in Elementary Physical Education
  40. Physical Education Professionals Developing Life Skills in Children Affected by Poverty
  41. Short- and Long-term Retention of Challenge Course Outcomes: A Classroom-based Longitudinal Study
  42. Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”
  43. A Running Start: Resource Guide for Youth Running Programs
  44. Distance Running and the Elementary-age Child