References
- Ekdahl, D. (2021). Our body does not have to end where digital screens begin. Academia Letters, https://doi.org/10.20935/AL1487
- Goebeler, L., Standaert, W., & Xiao, X. (2021). Hybrid sport configurations: The intertwining of the physical and the digital [Paper presentation]. Proceedings of the 54th Hawaii International Conference on System Sciences (pp. 5841–5890). https://doi.org/10.24251/HICSS.2021.708
- IOC. (2023). IOC announces Olympic Esports Series 2023 with winners to be crowned at live finals in Singapore from 22 to 25 June. Retrieved March 27 2023, from https://olympics.com/ioc/news/ioc-announces-olympic-esports-series-2023
- Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual (ly) athletes: Where eSports fit within the definition of “Sport”. Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517
- Riatti, P., & Thiel, A. (2022). The societal impact of electronic sport: A scoping review. German Journal of Exercise and Sport Research, 52(3), 433–446. https://doi.org/10.1007/s12662-021-00784-w
- Riatti, P., & Thiel, A. (2023). The role of the body in electronic sport: A scoping review. German Journal of Exercise and Sport Research. https://doi.org/10.1007/s12662-023-00880-z
- Schelfhout, S., Bowers, M. T., & Hao, Y. A. (2021). Balancing gender identity and gamer identity: gender issues faced by Wang ‘BaiZe’ Xinyu at the 2017 Hearthstone Summer Championship. Games and Culture, 16(1), 22–41. https://doi.org/10.1177/1555412019866348
- Thiel, A., & John, J. M. (2018). Is eSport a ‘real’ sport? Reflections on the spread of virtual competitions. European Journal for Sport and Society, 15(4), 311–315. https://doi.org/10.1080/16138171.2018.1559019
- Yin, K., Zi, Y., Zhuang, W., Gao, Y., Tong, Y., Song, L., & Liu, Y. (2020). Linking Esports to health risks and benefits: Current knowledge and future research needs. Journal of Sport and Health Science, 9(6), 485–488. https://doi.org/10.1016/j.jshs.2020.04.006