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.

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.

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.

Jonsson, J. (2018). The Psycho-social Work Environment of e-Sport Professionals: Applying the Job Demands-resources Theory to Pro-players. Master’s thesis. University of Umea, Umea.

Kauweloa, S., & Winter, J. S. (2016). Collegiate E-sports as Work or Play. In Proceedings of 1st International Joint Conference of DIGRA and FDG.

McCutcheon, C. (2022). eSport, work, sport and play: relationships and pathways to a new continuum model (Doctoral dissertation, Macquarie University).

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Reeves, S., Laurier, E., & Brown, B. (2006). The Skillful Work of Play in Counter-Strike. In F. Beau (Ed.), Culture d’univers, Limoges, Fyp editions, 130-140.

Törhönen, M., Giertz, J., Weiger, W. H., & Hamari, J. (2021). Streamers: the new wave of digital entrepreneurship? Extant corpus and research agenda. Electronic Commerce Research and Applications, 46, 101027.

Vukelic, N., & Jorgensen, T. J. (2018). The Wild West of eSports. What Motivates Individuals to Work in the Industry. Master’s Thesis. Copenhagen Business School.

Woodcock, J., & Johnson, M. R. (2018). Work, Play, and Precariousness: An Overview of the Labour Ecosystem of Esports. Working Paper.
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