Browse Items (8 total)

Törhönen, M., Sjöblom, M., Hassan, L., & Hamari, J. (2019). Fame and fortune, or just fun? A study on why people create content on video platforms. Internet Research, 30 (1).

Brock, T., & Fraser, E. (2018). Is Computer Gaming a Craft? Prehension, Practice, and Puzzle Solving in Gaming Labour. Information, Communication & Society, 21(9), 1219-1233.

Phelps, A., & Consalvo, M. (2020). Laboring Artists: Art Streaming on the Videogame Platform Twitch. In Proceedings of the 53rd Hawaii International Conference on System Sciences.

Wirman, H., & Jones, R. (2022). Overwatch Fandom and the Range of Corporate Responses. In Modes of Esports Engagement in Overwatch (pp. 157-177). Palgrave Macmillan, Cham.

Törhönen, M., Hassan, L., Sjöblom, M., & Hamari, J. (2019). Play, playbour or labour? The relationships between perception of occupational activity and outcomes among streamers and YouTubers. In: Proceedings of the 52nd Hawaii International…

Hinnant, N. (2013). Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of e-Sports. Master’s thesis. Georgia State University, Atlanta, GA.

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

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.
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