Esports & Streaming
Title
Esports & Streaming
Collection Items
The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor
American Journal of Play. (2020). The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. An Interview with T. L. Taylor. American Journal of Play, 12(2), 107-116.
Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique
Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.
Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch
Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In DIS2020, July 06-10, Eindhoven, Netherlands.
The eSports Trojan Horse: Twitch and Streaming Futures
Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2).
To Watch or to Play, it is in the Game. The Game Culture on Twitch. Tv Among Performers
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, 8(1), 63-82.
Esports and Streaming: Twitch Literacies
Gerber, H. R. (2017). Esports and Streaming: Twitch Literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345.
What is eSports and Why do People Watch it?
Hamari, J., & Sjoeblom, M. (2016). What is eSports and Why do People Watch it? Internet Research, 27(2), 211-232.
Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media
Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.
Social Motivations of Live-streaming Viewer Engagement on Twitch
Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.
Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming
Johnson, M. R., & Woodcock, J. (2017). Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming. Thesis 11, 138(1), 26–45.
‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv
Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the Gold Rush‘: The Lives and Careers of Professional Video Game Streamers on Twitch.tv. Information, Communication and Society, 22(3), 336-351.
Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use
Postel, C. (2016). Let’s Play: YouTube and Twitch’s Video Game Footage and a New Approach to Fair Use. Hastings Law Journal, 68, 1169.
Watch Me Play: Twitch and the Rise of Game Live Streaming
Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton: Princeton University Press.
Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China
Recktenwald, D., & Yiwei, D. (2016). Lagging behind Twitch or on its Own Path: Pressure and Perks on Domestic Online Live Streaming in China. In Proceedings of 3rd Annual Chinese DIGRA Conference.
Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices
Witkowski, E., & Manning, J. (2019). Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices. Convergence The International Journal of Research into New Media Technologies, 1–17.
Live Streaming, Playing, and Money Spending Behaviors in eSports
Wohn. D. Y., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture, 15(1). 73-88.
The Affective Labor and Performance of Live Streaming on Twitch.tv
Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media, 20(8), 813-823.
Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming
Karhulahti, V.-M. (2016). Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming. In Proceedings of the First International Joint Conference of DiGRA and FDG, 1–5 August 2016. Dundee, Scotland: Digital Games Research Association…
The Key to Key Presses: eSports Game Input Streaming and Copyright Protection
Kelly, S. M., & Sigmon, K. A. (2018). The Key to Key Presses: eSports Game Input Streaming and Copyright Protection. Interact Entertain Law Review, 1(1), 2–16.
Does Streaming Esports Affect Players’ Behavior and Performance
Matsui, A., Sapienza, A., & Ferrera, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance. Games and Culture, 15(1), 9-31.
On Becoming “Like eSports” Twitch as a Platform for the Speedrunning Community
Scully-Blaker, R. (2016). On Becoming “Like eSports” Twitch as a Platform for the Speedrunning Community. DiGRA/FDG ’16 – Abstract Proceedings of the First International Joint Conference of DiGRA and FDG.
Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users
Sjöblom, M., & Hamari, J. (2016). Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users. Computers in Human Behavior, 75, 985-996.
Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming
Svelch, J. (2019). Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming. Media, Culture & Society, 1-19.
Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements
Yang, Y. (2020). Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements.
eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship
Rodrigues, E., & Filgueiras, E. (2020). eSports: How Do Video Game Aspects Define Competitive Gaming Streams
and Spectatorship, International Conference on Human-Computer Interaction.
and Spectatorship, International Conference on Human-Computer Interaction.
Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms
Partin, W. C. (2020). Bit by (Twitch) Bit: “Platform Capture” and the Evolution of Digital Platforms. Social Media + Society, 6(3). 1-12
Why am I Watching? Capturing the Interplay of Social and Technological Aspects of Online Live Streaming
Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I Watching? Capturing the Interplay of Social and Technological Aspects of Online Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 199-209.
Understanding the What and How of Successful Social Live Streaming
Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.
Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast
Jang, W. W., Byon, K. K., Baker, T. A., & Tsuji, Y. (2020). Mediating Effect of Esports Content Live Streaming in the Relationship Between Esports Recreational Gameplay and Esports Event Broadcast, Sport, Business and Management, published online…
The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape
Ahn, J., Collis, W., & Jenny, S. (2020). The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/15/html
Spectator E-sport and Well-being through Live Streaming Services
Kim, J., & Kim. M. (2020). Spectator E-sport and Well-being through Live Streaming Services. Technology in Society, 63.
Nationalism in a Virtual World: A League of Legends Case Study
Ho, S. (2019). Nationalism in a Virtual World: A League of Legends Case Study. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 74–96). Norderstedt: Books on Demand GmbH.
Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types
Ma, S.-C., Byon, K. K., Jang, W., Ma, S.-M., & Huang, T.-N. (2021). Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types. Sustainability, 13, 4164.
Promoting Within Sport: An Exploration of Creativity in Traditional, Extreme and Esports Contexts
Devereux, L., Raggiotto, F., Scarpi, D. and Moretti, A. (2021). Promoting Within Sport: An Exploration of Creativity in Traditional, Extreme and Esports Contexts. In: Pantano, E. (Ed.), Creativity and Marketing: The Fuel for Success (pp. 19-32).…
The “big red bull” in the esports room: Anti-doping, esports, and energy drink
In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments…
Let’s Watch Live Streaming: How Streamer Credibility Influences Brand Attitude in Esports Streamer Marketing
This study explores if and how perceived Esports streamer credibility influences the audience’s attitude toward the brand endorsed by the streamer. Results from a survey
conducted with US adults (N = 277) show the significant and positive…
conducted with US adults (N = 277) show the significant and positive…
eSports: the need for a structured support system for players
This study investigates the roles and responsibilities of eSports stakeholders in ensuring eSports players’ health and wellbeing through the following research questions: (1) What are the roles and responsibilities of different stakeholders in…
Coordinating teamplay using named locations in a multilingual game environment - Playing esports in an educational context
This study investigates the video game play of a multiplayer firstperson shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all…
“Starting from scratch to looking really clean and professional”: how students’ productive labor legitimizes collegiate esports
This article analyzes the relationship between student productive labor, or the creation of media content like podcasts or graphic designs, and the institutionalization of collegiate esports. Through 19 semi-structured interviews with students and…
The Impact of Actor Engagement on the Business Models of Video Game Developers
The aim of this study is to examine the impact of actor engagement, defined as an actor’s voluntary contribution of resources that go beyond the actual transaction/exchange, on the business model concept in the context of the digital media industry.…