Browse Items (10 total)

Brock, T. (2017). Roger Caillois and E-sports: On the Problems of Treating Play as Work. Games and Culture, 12(4), 321-329.

Macey, J., & Hamari, J. (2019). eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour Associated with Emergent Forms of Gambling. New Media & Society, 21(1), 20–41.

Siutila, M. (2018). The Gamification of Gaming Streams. Proceeding of the 2nd GamiFIN Conference, Pori, Finland, 131-140.

Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.

Johnson, M. R., & Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 2056305119881694.

Consalvo, M., Zanescu, A., & Lajeunesse, M. (2020). Living on Twitch: An Ethnography of Fatigue.

Martelaro, N., Lakdawala, T., Chen, J., & Hammer, J. (2021). Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets. In Designing Interactive Systems Conference 2021 (pp. 1765-1782).

Qian, T. Y., Matz, R., Luo, L., & Xu, C. (2022). Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports. Journal of Business Research, 145, 482-494.

Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).

Elzen, L. C. (2022). Esports as a novel way of socializing and networking for students and businesses: in and beyond COVID-19 times (Master's thesis, University of Twente).
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