Browse Items (27 total)

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.

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.

Boguslavskaya, V., Budnik, E., Azizulova, A., & Sharakhina, L. V. (2018). Cybersport Community: Social Structures Transformation as a Basis for Intercultural Dialogue. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial…

Scholz, T. M. (2020). Deciphering the World of eSports. International Journal on Media Management, 22(1), 1-12.

Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 525-540), Berlin: Springer.

Besombes, N. (2015). Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. In Obœuf, A. (Ed.), Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

Trancoso Jiminéz, J. (2016). E-Sports evolución y tratamiento en los medios. El caso League of Legends. Université de Séville.

Maric, J. (2011). eSport im TV: Fernsehaneignung einer Computerspielkultur. In M. Elsler (Ed.), Die Aneignung von Medienkultur (pp. 193-213). VS Verlag für Sozialwissenschaften.

Root, J. (2019). eSports Productions upon their Game with Dedicated ‘Player Cams’. TVB Europe, September 2019, 58-59.

Carrillo-Vera, J. A. (2016). From Players to Viewers: the Construction of the Media Spectacle in the E-sports Context. Juego digital II: Anàlisi. Quaderns de Comunicació i Cultura, 55, 1-16.

Ji, Z., & Hanna, R. C. (2020). Gamers First – How Consumer Preferences Impact eSports Media Offerings. International Journal on Media Management, 22(1), 13-29.

Scholz, T. M., & Stein, V. (2017). Going Beyond Ambidexterity in the Media Industry: Esports as Pioneer of Ultradexterity. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 47-62.

Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2018). Intersections of Fandom in the Age of Interactive Media: eSports Fandom as a Predictor of Traditional Sport Fandom. Communication & Sport, 6(4), 418-435.

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Kow, Y. M., & Young, T. (2013). Media Technologies and Learning in the StarCraft eSport Community. CSCW ’13. San Antonio, TX.

Svelch, J. (2019). Mediatization of a Card Game: Magic: The Gathering, eSports, and Streaming. Media, Culture & Society, 1-19.

Välisalo, T., & Ruotsalainen, M. (2018). Overwatch: The Game, the eSports, and Transmedial User Practices. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Egliston, B. (2015). Playing Across Media: Transtextuality in Competitive Games and eSports. In Proceedings of DiGRA 2015: Diversity of play: Games — Cultures — Identities.

Hutchins, B. (2008). Signs of Meta-change in Second Modernity: The Growth of e-Sport and the World Cyber Games. New Media and Society, 10(6), 851–869.

Hutchins, B. & Rowe, D. (2012). Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. London: Routledge.

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.

Gangarapu, S. (2018). The Effect of Emerging Online New Media on Traditional Media Consumption. The Case of eSports and Traditional Sports.

Soumokil, G. (2009). The Rising World of e-Sports: The Revelation of the Unknown World of e-Sports and its Influences on the Western Society. Facta Universitas. Series: Physical Education and Sport, 16(1), 137-147.

Kordyaka, B., Jahn, K., & Niehaves, B. (2020). To Diversify or Not? Uncovering the Effects of Identification and Media Engagement on Franchise Loyalty in eSports. International Journal on Media Management, 22(1), 49-66.

Lopez-Gonzalez, H., & Griffiths, M. (2016). Understanding the Convergence of Markets in Online Sports Betting. International Review for the Sociology of Sport, 53(7), 807–823.

Morris, S. (2003). WADs, Bots and Mods Multiplayer FPS Games as Co-creative Media. DIGRA Conference.

Stein, A., Mitgusch, K., & Consalvo, M. (2013). Who are Sports Gamers? A Large Scale Study of Sports Video Game Players. Convergence, 19(3), 345-363.

Sjöblom, M., & Hamari, J. (2016). Why do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users. Computers in Human Behavior, 75, 985-996.
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