Gaming Communities
Hohlfeld, L. (2022). Gaming Communities.
Hohlfeld, L.
Häme University of Applied Sciences
2022
English
Bachelor Thesis
<a href="https://www.theseus.fi/bitstream/handle/10024/781281/Hohlfeld_Lena.pdf?sequence=2" target="_blank" rel="noreferrer noopener">https://www.theseus.fi/bitstream/handle/10024/781281/Hohlfeld_Lena.pdf?sequence=2</a>
Understanding Collegiate Esports: A Practitioner's Guide to Developing Community and Competition
Hoffman, J. L., Pauketat, R., & Varzeas, K. A. (Eds.). (2022). Understanding Collegiate Esports: A Practitioner’s Guide to Developing Community and Competition. Taylor & Francis.
Hoffman, J. L., Pauketat, R., & Varzeas, K. A.
Taylor & Francis
2022
English
Book
<a href="https://books.google.de/books?hl=de&lr=&id=7Sh3EAAAQBAJ&oi=fnd&pg=PT12&dq=esport&ots=BkVZ377JmF&sig=0WwFWSqIWT2m8x6DOX_75xw0elo#v=onepage&q=esport&f=false" target="_blank" rel="noreferrer noopener">https://books.google.de/books?hl=de&lr=&id=7Sh3EAAAQBAJ&oi=fnd&pg=PT12&dq=esport&ots=BkVZ377JmF&sig=0WwFWSqIWT2m8x6DOX_75xw0elo#v=onepage&q=esport&f=false</a>
Esports Penetration in the Global Market-Insertion in education sector
Sousa, B. A. M. (2022). Esports Penetration in the Global Market-Insertion in education sector.
Sousa, B. A. M.
Universidade do Porto
2022
English
Master Thesis
<a href="https://repositorio-aberto.up.pt/bitstream/10216/144754/2/588745.pdf" target="_blank" rel="noreferrer noopener">https://repositorio-aberto.up.pt/bitstream/10216/144754/2/588745.pdf</a>
Mapping Design Spaces for Audience Participation in Game Live Streaming
Striner, A., Webb, A. M., Hammer, J., & Cook, A. (2021). Mapping Design Spaces for Audience Participation in Game Live Streaming. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-15).
Striner, A., Webb, A. M., Hammer, J., & Cook, A.
CHI Conference on Human Factors in Computing Systems
2021
English
Conference Paper
<a href="https://doi.org/10.1145/3411764.3445511" target="_blank" rel="noreferrer noopener">https://doi.org/10.1145/3411764.3445511</a>
Twitch for higher education marketing and communications: Creating a presence in the gaming world
Cassel, A. (2021). Twitch for higher education marketing and communications: Creating a presence in the gaming world. Journal of Education Advancement & Marketing, 5(4), 323-334.
Cassel, A.
Henry Stewart Publications LLP
2021
English
Journal Paper
not available
Overwatch Fandom and the Range of Corporate Responses
Wirman, H., & Jones, R. (2022). Overwatch Fandom and the Range of Corporate Responses. In Modes of Esports Engagement in Overwatch (pp. 157-177). Palgrave Macmillan, Cham.
Wirman, H., & Jones, R.
Palgrave Macmillan
2022
English
Book Chapter
<a href="https://doi.org/10.1007/978-3-030-82767-0_9" target="_blank" rel="noreferrer noopener">https://doi.org/10.1007/978-3-030-82767-0_9</a>
Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”
Friman, U., & Ruotsalainen, M. (2022). Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”. Modes of Esports Engagement in Overwatch, 135.
Friman, U., & Ruotsalainen, M.
Palgrave Macmillan
2022
English
Book Chapter
<a href="https://doi.org/10.1007/978-3-030-82767-0_8" target="_blank" rel="noreferrer noopener">https://doi.org/10.1007/978-3-030-82767-0_8</a>
‘Smashing It’: How User Entrepreneurs Drive Innovation in Esports Communities
Koch, N., Pongratz, S., McCauley, B., & Achtenhagen, L. (2020). ‘Smashing It’: How User Entrepreneurs Drive Innovation in Esports Communities. International Journal of Esports, 1(1). Retrieved from https://ijesports.org/article/23/html
Koch, N., Pongratz, S., McCauley, B., & Achtenhagen, L.
International Journal of Esports
2020
English
Journal Paper
<a href="https://ijesports.org/article/23/html">https://ijesports.org/article/23/html</a>
Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces
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.
Hayday, E. J., & Collison, H.
Social Inclusion
2020
English
Journal Paper
<a href="https://doi.org/10.17645/si.v8i3.2755">https://doi.org/10.17645/si.v8i3.2755</a>
Do Others Understand Us? Fighting Game Community Member Perceptions of Others’ Views of the FGC
Steltenpohl, C. N., Reed, J., & Keys, C. B. (2018). Do Others Understand Us? Fighting Game Community Member Perceptions of Others’ Views of the FGC. Global Journal of Community Psychology Practice, 9(1), 1- 21.
Steltenpohl, C. N., Reed, J., & Keys, C. B.
Global Journal of Community Psychology Practice
2018
English
Journal Paper
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.
Scully-Blaker, R.
DIGRA
2016
English
Conference Paper
Crafting the Metagame: Connected Learning in the StarCraft 2 Community
Kow, Y. M., Young, T., & Salen Tekinbas, K. (2014). Crafting the Metagame: Connected Learning in the StarCraft 2 Community. Irvine, CA: Digital Media and Learning Research Hub.
Kow, Y. M., Young, T., & Salen Tekinbas, K.
Digital Media and Learning Research Hub
2014
English
Book
Media Technologies and Learning in the StarCraft eSport Community
Kow, Y. M., & Young, T. (2013). Media Technologies and Learning in the StarCraft eSport Community. CSCW ’13. San Antonio, TX.
Kow, Y. M., & Young, T.
CSCW
2013
English
Conference Paper
SENSEI: An Intelligent Advisory System for the eSport Community and Casual Players
Janusz, A., Slezak, D., Stawicki, S., & Stencel, K. (2018). SENSEI: An Intelligent Advisory System for the eSport Community and Casual Players. 2018 IEEE/WIC/ACM International Conference on Web Intelligence (WI).
Janusz, A., Slezak, D., Stawicki, S., & Stencel, K.
International Conference on Web Intelligence
2018
English
Conference Paper
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.
Hamilton, W., Garretson, O., & Kerne, A.
CHI
2014
English
Conference Paper
<a href="https://doi.org/10.1145/2556288.2557048" target="_blank" rel="noreferrer noopener">https://doi.org/10.1145/2556288.2557048</a>
Online Gamers and the Ambiguity of Community: Korean Definitions of Togetherness for a New Generation
Chee, F., & Smith, R. K. (2005). Online Gamers and the Ambiguity of Community: Korean Definitions of Togetherness for a New Generation. Internet Research Annual, 4. New York: Peter Lang.
Chee, F., & Smith, R. K.
Peter Lang
2005
English
Book Chapter