Browse Items (40 total)

Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.

Mattinen, T., & Macey, J. (2018, October). Online Abuse and Age in Dota 2. In Proceedings of the 22nd International Academic Mindtrek Conference (pp. 69-78).

Claudia Niessner, Florian Schultz, Nina Schaffert & Peter Weigel (Hrsg.), Informationen für den sportwissenschaftlichen Nachwuchs / Digitale Sportwissenschaften - Schöne neue Welt!? dvs-Kommission Wissenschaftlicher Nachwuchs,
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Yusoff, N. H., & Yunus, Y. H. M. (2021). Male Dominant Sport: The Challenges of Esports Female Athletes. Social Sciences & Humanities, 29(2), 1415-1429.

Taylor, N., & Stout, B. (2020). Gender and the Two-Tiered System of Collegiate Esports. Critical Studies in Media Communication, published online before print.

Kruthika, N. S. (2020). Esports and its Reinforcement of Gender Divides. Marquette Sports Law Review, 30(2), 347-369.

Cote, A. C. (2020). Gaming Sexism: Gender and Identity in the Era of Casual Video Games. New York: NYU Press.

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Hayday E. J., Collison, H., & Kohe, G. Z. (2020). Landscapes of Tension, Tribalism and Toxicity: Configuring a Spatial Politics of Esport Communities, Leisure Studies, published online before print.

Hayday, E. J., & Collison, H. (2020). Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces. Social Inclusion, 8(3), 197-208.

Maric, J. (2011). Electronic Sport: How Pro-Gaming Negotiates Territorial Belonging and Gender. Platform: Journal of Media and Communication, ECREA Special Issue, 6–23.

Maher, B. (2016). Can a Video Game Company Tame Toxic Behaviour? Nature, 531(7596), 568-571.

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Kwak, H., Blackburn, J., & Han, S. (2015). Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games. Seoul: CHI.

Kuznekoff, J. H. & Rose, L. M. (2013). Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues. New Media & Society, 15(4), 541-556.

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, HI.

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, CA.

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Witkowski, E. (2018). Doing/Undoing Gender with the Girl Gamer in High-Performance Play. Feminism in Play, 185-203.

Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play. Journal of Sport and Social Issues, 42(4), 295–311.

Ratan, A. R., Taylor, N., Hogan, J., Hogan, T. M. L., & Williams, D. (2015). Stand by Your Man: An Examination of Gender Disparity in League of Legends. Games and Culture, 10(5), 438–462.

Türkay, S., Formosa, J. Adinolf, S., Cuthbert, R., & Altizer, R. (2020). See No Evil, Hear No Evil, Speak No Evil: How Collegiate Esports Players Define, Experience and Cope with Toxicity. In CHI ’20: Proceedings of the 2020 CHI Conference on Human…

Toft-Nielsen, C. (2016). Gaming Expertise Doing Gender and Maintaining Social Relationships in the Context of Gamers’ Daily Lives. Nordicom Review, 37, 71-83.

Taylor, N. T. (2011). Play Globally, Act Locally: The Standardization of Pro Halo 3 Gaming. International Journal of Gender, Science and Technology, 3(1).

Taylor, N. T. (2009). Where the Women are(n’t): Gender and a North American ‘Pro-gaming’ Scene. In B. Atkins, H. Kennedy, & T. Krzywinska (Eds.), Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of the 2009 Digital…

Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7-8), 421-435.

Jansz, J., & Martens, L. (2005). Gaming at a LAN Event: The Social Context of Playing Video Games. New Media & Society, 7, 333–355.

Crawford, G. (2005). Digital Gaming, Sport, and Gender. Leisure Studies, 24(3), 259–270.

Chen Christensen, N. (2006). Geeks at Play: Doing Masculinity in an Online Gaming Site. Reconstruction, 6.1 (Winter).

Canossa, A., Witkowski, E., & Ozkaynak, D. (2015). Over-Lenient and Over-Aggressive Behaviors: Gender Play in League of Legends. Working Paper

Groen, M. (2018). Habitus in Cyberspace: Gendered Dynamics in e-Sports Culture. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Groen, M. (2016). (Un)Doing Gender? Female Tournaments in the E-Sports Scene. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), 2537.

Groen, M. (2013). Exclusion and Inclusion of Women in E-sport and the Example of StarCraft: Wings of Liberty. In K. Mitgutsch, S. Huber, J. Wimmer, M. Wagner & H. Rosenstingl (Eds.), Context Matters (pp. 235–240). Vienna: New Academic Press.

Gray, K. L. (2017). They’re Just Too Urban’: Black Gamers Streaming on Twitch. Digital Sociologies, 1, 355-368.

Gray, K. L. (2013). Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color in Xbox Live. Ada: A Journal of Gender, New Media, and Technology, 2.

Gao, G., Min, A. & Shih, P. C. (2017). Gendered Design Bias: Gender Differences of In-game Character Choice and Playing Style in League of Legends. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 307-317), ACM.

Zolides, A. (2015). Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding. Persona Studies, 1(2), 42-53.

Zhu, L. (2018). Masculinity’s New Battle Arena in International E-Sports: The Games Begin. In N. Taylor & G. Vorhees (Eds.), Masculinities in Play (pp. 229-247). New York, NY: Palgrave Macmillan.

Blackburn, J., & Kwak, H. (2014, April). Stfu Noob! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games. In Proceedings of the 23rd International Conference on World Wide Web (pp. 877-888). ACM.

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Assuncao, C. (2018). Sportification of Professional Gaming: A Study on Gender and Technology. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Leagues, University of Jyväskylä, Finland.

Adinolf, S., & Turkay, S. (2018). Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365-372). ACM.

Adams, J. L. (2016). Female Fighters: Perceptions of Femininity in the Super Smash Bros Community. Press Start, 3 (1), 99-114.
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