Browse Items (18 total)

Huang, H., Xu, J. H., Ling, X., & Paliyawan, P. (2022). Sentence Punctuation for Collaborative Commentary Generation in Esports Live-Streaming. In 2022 IEEE International Conference on Consumer Electronics (ICCE) (pp. 1-2). IEEE.

Macedo, T., & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 246-267.

Şengün, S., Santos, J. M., Salminen, J., Jung, S. G., & Jansen, B. J. (2022). Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends. Technological Forecasting and Social Change, 177,…

Kim, H. M., & Kim, S. (2022). The show must go on: Why Korea lost its first-mover advantage in Esports and how it can become a major player again. Technological Forecasting and Social Change, 179, 121649.

Gandolfi, E., Ferdig, R. E., & Soyturk, I. (2021). Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale. New Media & Society, 14614448211027171.

Wodarczyk, S., & von Mammen, S. (2020). Emergent multiplayer games. In 2020 IEEE Conference on Games (CoG) (pp. 33-40). IEEE.

Wahab, A., Ahmad, N., & Schormans, J. (2020). Variation in QoE of passive gaming video streaming for different packet loss ratios. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) (pp. 1-4). IEEE.

Le, D. A., Maclntyre, B., & Outlaw, J. (2020). Enhancing the experience of virtual conferences in social virtual environments. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 485-494). IEEE.

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20-28.

Recktenwald, D. (2017). Toward a transcription and analysis of live streaming on Twitch. Journal of Pragmatics, 115, 68-81.

Laterman, M., Arlitt, M., & Williamson, C. (2017). A campus-level view of Netflix and Twitch: Characterization and performance implications. In 2017 International Symposium on Performance Evaluation of Computer and Telecommunication Systems (SPECTS)…

He, Q., Zhang, C., & Liu, J. (2016). Utilizing massive viewers for video transcoding in crowdsourced live streaming. In 2016 IEEE 9th International Conference on Cloud Computing (CLOUD) (pp. 116-123). IEEE.

Claypool, M., Farrington, D., & Muesch, N. (2015). Measurement-based analysis of the video characteristics of Twitch. tv. In 2015 IEEE Games Entertainment Media Conference (GEM) (pp. 1-4). IEEE.

Macedo, T. & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 45, 246-267.

Macey, J., & Hamari, J. (2018). Investigating Relationships Between Video Gaming, Spectating eSports, and Gambling. Computers in Human Behavior, 80, 344-353.

Karhulahti, V.-M. (2017). Reconsidering Esport: Economics and Executive Ownership. Physical Culture and Sport. Studies and Research, Volume LXXIV, 43-53.

Witkowski, E., & Manning, J. (2019). Player Power: Networked Careers in eSports and High Performance Game Livestreaming Practices. Convergence The International Journal of Research into New Media Technologies, 1–17.
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