Browse Items (7 total)

Liaw, C. M., & Dai, B. R. (2020). Live Stream Highlight Detection Using Chat Messages. In 2020 21st IEEE International Conference on Mobile Data Management (MDM) (pp. 328-332). IEEE.

Bruns, A. (2009). The user-led disruption: self-(re) broadcasting at Justin. tv and elsewhere. In Proceedings of the 7th European Conference on Interactive TV and Video (pp. 87-90).

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…

Söderin, J. (2017). Feature Development for eSports Broadcasts With a Focus on the Intermission Between Matches. KTH, Stockholm.

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

Turtiainen, R., Friman, U., & Ruotsalainen, M. (2020). ‘Not Only for a Celebration of Competitive Overwatch but Also for National Pride’: Sportificating the Overwatch World Cup 2016. Games and Culture, 15(4), 351-371.

Baek, W., Park, A., Kim, J., & Jung, K. (2007). e-Sports Live: e-Sports Relay Broadcasting on Demand. In M. J. Smith & G. Salvendy (Eds.), Human Interface and the Management of Information. Interacting in Information Environments. Human Inferace…
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