Publications

Christophers, J., & Scholz, T. M. (2010). eSports Yearbook 2009. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2011). eSports Yearbook 2010. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2012). eSports Yearbook 2011/12. Norderstedt: Books on Demand GmbH.

Christophers, J., & Scholz, T. M. (2015). eSports Yearbook 2013/14. Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2017). eSports Yearbook 2015/16. Norderstedt: Books on Demand GmbH.

Hiltscher, J., & Scholz, T. M. (2019). eSports Yearbook 2017/18. Norderstedt: Books on Demand GmbH.

Kordyaka, B., Mueller, M., Niehaves, B. (2017). MOBA as a Stage: Explaining Purchase Behavior through different Strategies of Self-Presentation. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017), Amsterdam, The Netherlands.

Kordyaka, B., Mueller, M., Jahn, K., Heger, O., Niehaves, B. (2018). Costumes in League of Legends – Replicating Findings from Cyworld and Habbo. In: Proceedings of the 24th Americas Conference on Information Systems (AMCIS 2018), New Orleans, USA.

Kordyaka, B., Jahn, K., Niehaves, B. (2018). Purchase Intentions in League of Legends? The Role of Individual and Cultural Differences for Explaining Social Identification. In: Proceedings of the 11th International Conference on Game and Entertainment Technologies 2018 (GET 2018), Madrid, Spain.

Kordyaka, B. (2018). Digital Poison – Approaching a Theory of Toxic Behavior in MOBA Games. In: Proceedings of the 39th International Conference on Information Systems (ICIS2018), San Francisco, USA.

Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In: Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52), Maui, Hawaii.

Kordyaka, B., Klesel, M., & Jahn, K. (2019). Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior. In: Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52), Maui, Hawaii.

Neus, F., Nimmermann, F., Wagner, K., & Schramm-Klein, H. (2019). Differences and similarities in motivation for offline and online eSports event consumption. In: Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52), Maui, Hawaii.

Scholz, T. M. (2012). New Broadcasting Ways In IPTV — The Case of the Starcraft II Broadcasting Scene. In: World Media Economics & Management Conference 23–27.5.2012 in Thessaloniki, Greece.

Scholz, T. M. (2019). eSports is Business. Management in the World of Competitive Gaming. Cham: Palgrave Macmillan.

Scholz, T. M., & Stein, V. (2017). Going Beyond Ambidexterity in the Media Industry: Esports as Pioneer of Ultradexterity. International Journal of Gaming and Computer-Mediated Simulations, 9(2): 47-62.

Scholz, T. M., & Stein, V. (2017). Juxtaposing Transduction and Transtraction: Pugging in International Virtual Teams. Palabra Clave, 20(3): 788-804.

Stein, V., & Scholz, T. M. (2016). The Intercultural Challenge of Building the European eSports League.” In C. Barmeyer and P. Franklin (Eds.) Case Studies in Intercultural Management: Achieving Synergy from Diversity. London: Palgrave, 80-94.

Stein, V., & Scholz, T. M. (2016). Sky is the Limit. Esports as Entrepreneurial Innovator for Media Management. Interdisciplinarity in Social and Human Sciences5, 622.