"Dublin Core:Title","Dublin Core:Description","Dublin Core:Creator","Dublin Core:Date","Dublin Core:Publisher","Dublin Core:Language","Dublin Core:Type","Dublin Core:Identifier","Dublin Core:Subject","Dublin Core:Source","Dublin Core:Contributor","Dublin Core:Rights","Dublin Core:Relation","Dublin Core:Format","Dublin Core:Coverage","Item Type Metadata:Text","Item Type Metadata:URL",tags,file,itemType,collection,public,featured
"Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports","Klíma, O. (2022). Whose voice matters? The gaming sphere and the Blitzchung controversy in eSports. American Journal of Cultural Sociology, 10(4), 570-595.","Klíma, O.",2022,"American Journal of Cultural Sociology",English,"Journal Paper","https://link.springer.com/article/10.1057/s41290-022-00174-1",,,,,,,,,,"Activision Blizzard,Blitzchung,Civil sphere theory,Gaming sphere,Hearthstone,video games",,,,1,0
"The representation of women in Hearthstone esports","Sjoberg, E., & Wilner, R. (2022). The representation of women in Hearthstone esports. In Social Issues in Esports (pp. 31-45). Routledge.","Sjoberg, E., & Wilner, R. ",2022,Routledge,English,"Book Chapter","https://www.taylorfrancis.com/chapters/edit/10.4324/9781003258650-5/representation-women-hearthstone-esports-espen-sjoberg-raquel-wilner",,,,,,,,,,"Hearthstone,Representation,women",,,,1,0
"Expanding video game live-streams with enhanced communication channels: A case study","Lessel, P., Vielhauer, A., & Krüger, A. (2017). Expanding video game live-streams with enhanced communication channels: A case study. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 1571-1576).","Lessel, P., Vielhauer, A., & Krüger, A.",2017,"CHI conference on human factors in computing systems",English,"Conference Paper","http://dx.doi.org/10.1145/3025453.3025708",,,,,,,,,,"audience influence,Hearthstone,Streaming,Twitch",,,,1,0
"Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity","Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.","Skubida, D.",2016,"International Journal of Gaming and Computer-Mediated Simulations",English,"Journal Paper","https://doi.org/10.4018/IJGCMS.2016100103",,,,,,,,,,"Competitiveness,counterstrike,culture,Hearthstone,League of Legends,media,physicality,Professionalization,society,Technology",,"Journal Papers",,1,0
"Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports","Kirkegaard, E. O. W. (2018). Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports. PsyArxiv.
","Kirkegaard, E. O. W. ",2018,PsyArxiv,English,"Working Paper",,,,,,,,,,,"chess,cognitive ability,Counter-Strike,Dota 2,e-sport,Go,Hearthstone,intelligence,IQ,League of Legends,LOL,mental sport,Overwatch,Poker,Scrabble,StarCraft,Starcraft 2,Super Smash Bros",,"Working Papers",,1,0
"Appeal of Online Collectible Card Games: Social Features of Hearthstone","Türkay, S., & Adinolf, S. (2017). Appeal of Online Collectible Card Games: Social Features of Hearthstone. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 622-627). ACM.","Türkay, S., & Adinolf, S.",2017,"Australian Conference on Computer-Human Interaction",English,"Conference Paper",,,,,,,,,,,"Hearthstone,social",,"Conference Papers",,1,0