Professionalised competitive digital gaming or 'esports' has grown to a point where millions of dollars are being awarded in competitions watched globally by tens of millions of viewers …
'Gamification'is understood as the application of game systems–competition, rewards, quantifying player/user behaviour–into non-game domains, such as work, productivity and …
Guided by social role theory and the extant literature, the purpose of this investigation was to examine the gender differences in esports spectating motives and points of attachment. A …
The live streaming platform Twitch underwent in recent years an impressive growth in terms of viewership and content diversity. The platform has been the object of several studies …
H Xue, JI Newman, J Du - Leisure Studies, 2019 - Taylor & Francis
The commercial and social ascendance of esports has become a source of considerable organisational, industrial, experiential and identity-based concern for those inside and …
This study examined how collegiate esports players conceptualized their own competitive gameplay as situated between work and play. Using interviews guided by Stebbins'(2007) …
T Ribeiro, V Almeida, A Calapez… - International Journal of …, 2023 - emerald.com
Purpose Despite the advances in theory and practice about player behaviour in esports gaming literature, there is a lack of understanding as to whether esports are compatible with …
LJ Larsen - Sport, ethics and philosophy, 2022 - Taylor & Francis
This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport …
M Carter, B Egliston - Journal of Gaming & Virtual Worlds, 2021 - intellectdiscover.com
This article focuses on the interactivity afforded to audiences by the video game livestreaming platform twitch. tv. Drawing on theories of audience labour, we explore what …