Browse Items (7 total)

Dor, S. (2014). The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. Game Studies, 14(1).

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…

Tang, T., Kucek, J., & Toepfer, S. (2020). Active Within Structures: Predictors of Esports Gameplay and Spectatorship. Communication & Sport, 1-21.

Rambusch, J. (2011). Mind Games Extended: Understanding Gameplay as Situated Activity. Doctoral Dissertation. Linköping Studies in Science and Technology.

Jang, W. W., & Byon, K. K. (2019). Antecedents and Consequence Associated with eSports Gameplay. International Journal of Sports Marketing and Sponsorship, 21(1), 1-22.

Dor, S. (2014). The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study. Game Studies, 14(1).

Bonny, J. W., & Castaneda, L. M. (2016). Impact of the Arrangement of Game Information on Recall Performance of Multiplayer Online Battle Arena Players. Applied Cognitive Psychology, 30(5), 664-671.

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