Browse Items (7 total)

Dor, S. (2015). Identité(s) du joueur et du personnage. Au-delà de l’analyse mimétique des jeux vidéo. In C. Perraton & M. Bonenfant (eds.), Identité et multiplicité en ligne (p. 67-86). Presses de l’Université du Québec.

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Siutila, M. & Havaste, E. (2018). “A Pure Meritocracy Blind to Identity”: Exploring the Online Responses to All-Female Teams in Reddit, in Proceedings of the 2018 DIGRA International Conference.

Seo, Y. (2016). Professionalized Consumption and Identity Transformations in the Field of eSports. Journal of Business Research, 69(1), 264-272.

Schaeperkoetter, C. C., Mays, J., Hyland, S. T., & Wilkerson, Z. (2017). The “New” Student Athlete: An Exploratory Examination of Scholarship Esports Players. Journal of Intercollegiate Sport, 10, 1–21.

Kordyaka, B., & Hribersek, S. (2019). Crafting Identity in League of Legends – Purchases as a Tool to Achieve Desired Impressions. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Maui, HI.

Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7-8), 421-435.

Huk, T. (2019). The Social Context of the Benefits Achieved in eSport. The New Educational Review, 55, 160-169.
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