Accompanying esports' explosion in popularity, the amount of academic research focused on organized, competitive gaming has grown rapidly. From 2002 through March 2018 …
E Nagorsky, J Wiemeyer - PloS one, 2020 - journals.plos.org
Esports as the competitive play of digital games has gained considerable popularity. However, a comprehensive framework for esport training is still missing. In this paper, a …
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play …
E Witkowski - Games and Culture, 2012 - journals.sagepub.com
In the following article, the author explores the notion of playing computer games as sports by sketching out the labors and sensations of Counter-Strike teams playing at pro/am e …
T Kari, VM Karhulahti - … Journal of Gaming and Computer-Mediated …, 2016 - igi-global.com
This article offers possibly the first peer-reviewed study on the training routines of elite e- athletes with special focus on the subjects' physical exercise routines. The study is based on …
D Recktenwald - Journal of Pragmatics, 2017 - Elsevier
Online live streaming is a new media genre that combines the broadcast of an activity with cross-modal video-mediated communication. Lacking an analytical entry point, descriptions …
S Donaldson - Games and Culture, 2017 - journals.sagepub.com
This article examines the significance of two types of expertise in the popular multiplayer video game League of Legends. Previous research into multiplayer games has explored a …
G Freeman, DY Wohn - Proceedings of the Annual Symposium on …, 2017 - dl.acm.org
In this paper we report an empirical study of how and what types of social support eSports players can experience from their gameplay. Specifically, we interviewed 26 eSports players …
Esports are rapidly growing within academia. In HCI, earlier work explored how problematic behaviors emerging from gender biases (eg, toxicity) negatively impact female participation …