Browse Items (19 total)

Smeekes, W. A. C. (2022). Social Media Content Marketing for Millennials, Generation Z, and the Esports Target Market.

Wang, Y., Zheng, X., & Fan, T. (2022, August). Public Outlook on E-sports in China: A Content and Sentiment Analysis of Social Media. In 2022 IEEE 23rd International Conference on Information Reuse and Integration for Data Science (IRI) (pp.…

Novelo, R. A. L., Frías, J. Á. G., Barredo-Ibáñez, D., & López-López, P. C. (2022). The Social Media Impact of Esports: The Case of Esports on Facebook. In Esports and the Media (pp. 19-32). Routledge.

Torres-Toukoumidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society.

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.

Pratama, I. P. G. R. (2022). Analisis Image Comments to Video Comments Ratio Instagram Pada 5 Tim Mobile Legend Bang Bang Terbaik di Indonesia Pada Tahun 2020.

Hunt Estevez, C., Jones, J., Shrestha, S., & Vincenti, G. (2021). Serious Games in STEM: Online Collaborative Design of a Lunar Simulator. In International Conference on Human-Computer Interaction (pp. 223-235). Springer, Cham.

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.

Fonseca, L. M. G., & Barbosa, S. D. J. (2021). Knowledge Sharing Live Streams: Real-time and On-demand Engagement. In: Proceedings of the 23rd International Conference on Enterprise Information Systems - Volume 2

Yang, Y. C., Lee, Y. H., Lee, S. H., & Chang, S. (2020). A Novel Approach to Predicting Live-Stream Subscribers. In Proceedings of the 7th Multidisciplinary in International Social Networks Conference and The 3rd International Conference on…

Jacobs, N., & Booth, P. (2021). Converging experiences, converging audiences: An analysis of doctor who on Twitch. Convergence, 27(5), 1324-1342.

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.

Johnson, M. R. (2019). Inclusion and exclusion in the digital economy: Disability and mental health as a live streamer on Twitch. tv. Information, Communication & Society, 22(4), 506-520.

Nakandala, S., Ciampaglia, G., Su, N., & Ahn, Y. Y. (2017). Gendered conversation in a social game-streaming platform. In Proceedings of the International AAAI Conference on Web and Social Media (Vol. 11, No. 1, pp. 162-171).

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171.

Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). "Will I always be not social?" Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism. In Proceedings of the 2016 CHI conference on human…

Giertz, J., Weiger, W. H., Törhönen, M., & Hamari, J. (2020). Understanding the What and How of Successful Social Live Streaming. Proceedings of the 4th International GamiFIN Conference 2020, 167-176.

Wood, L., Hoeber, O., Snelgrove, R., & Hoeber, L. (2019). Computer Science Meets Digital Leisure: Multiple Perspectives on Social Media and eSports Collaborations. Journal of Leisure Research, 50(5), 425-437.

Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.
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