Browse Items (1774 total)

Gao, Z., Yada, S., Wakamiya, S., & Aramaki, E. (2020). Offensive language detection on video live streaming chat. In Proceedings of the 28th International Conference on Computational Linguistics (pp. 1936-1940).

Groen, M. (2020). Digital Governmentality: Toxicity in Gaming Streams. In Games and Ethics (pp. 97-111). Springer VS, Wiesbaden.

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…

Pfeiffer, A., Bezzina, S., Denk, N., Kriglstein, S., Wimmer, S., & Thielen, C. (2020). Life-world oriented education in the times of the Covid-19 lockdown. Twitch. tv as pedagogical tool.

Ruberg, B. B., & Lark, D. (2021). Livestreaming from the bedroom: Performing intimacy through domestic space on Twitch. Convergence, 27(3), 679-695.

Chan, B., & Gray, K. (2020). Microstreaming, microcelebrity, and marginalized masculinity: Pathways to visibility and self-definition for black men in gaming. Women's Studies in Communication, 43(4), 354-362.

Mihailova, T. (2020). Navigating ambiguous negativity: A case study of Twitch. tv live chats. New Media & Society, 1461444820978999.

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.

Phelps, A., Consalvo, M., & Bowman, N. (2021). Streaming into the Void: An Analysis of Microstreaming Trends and Behaviors Utilizing a Demand Framework. In: Proceedings of the 54th Hawaii International Conference on System Sciences.

Li, J., Mishra, D., & Seneviratne, A. (2020). Network traffic classification using wifi sensing. In Symposium on Modelling, Analysis, and Simulation of Computer and Telecommunication Systems (pp. 48-61). Springer, Cham.

Thompson, R. (2021). NACVGM 2020 Retrospective: Thoughts on Organizing a Digital Conference. In: Journal of Sound and Music in Games 2 (1): 70–76.

Ribeiro, V. M., & Bao, L. (2021). Professionalization of online gaming? theoretical and empirical analysis for a monopoly-holding platform. Journal of Theoretical and Applied Electronic Commerce Research, 16(4), 682-708.

Leith, A. P. (2021). Parasocial cues: The ubiquity of parasocial relationships on Twitch. Communication monographs, 88(1), 111-129.

Wulf, T., Schneider, F. M., & Queck, J. (2021). Exploring viewers' experiences of parasocial interactions with videogame streamers on twitch. Cyberpsychology, Behavior, and Social Networking, 24(10), 648-653.

Martin, C. (2020). The Costs of Squadding Up: Determining the Employment Status of High-Profile Esports Streamers. San Diego Int'l LJ, 22, 151.

Muqaddas, A. S., Stange Tessinari, R., De Dios, O. G., Hugues Salas, E., Casellas, R., Luque, L., Channegowda, M., Giorgetti, A., Sgambelluri, A., Cugini, F., Moreno-Muro, F-J., Garrich, M., Pavón Mariño , P., Morro, R., Farrow, K., Lord, A.,…

Mallari, K., Williams, S., & Hsieh, G. (2021). Understanding Analytics Needs of Video Game Streamers. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Cabeza-Ramírez, L. J., Muñoz-Fernández, G. A., & Santos-Roldán, L. (2021). Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities. In Healthcare (Vol. 9, No. 2, p. 192). Multidisciplinary Digital…

Consalvo, M., & Phelps, A. (2021). Game Development Live on Twitch: Observations of Practice and Educational Synergies. Game Production Studies, 123.

Friedman, E. C. (2021). Is It Thursday yet?. Roleplaying Games in the Digital Age: Essays on Transmedia Storytelling, Tabletop RPGs and Fandom, 187.

Cassel, A. (2021). Twitch for higher education marketing and communications: Creating a presence in the gaming world. Journal of Education Advancement & Marketing, 5(4), 323-334.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Lin, C. Y., Chen, T. S., Chen, J., & Chen, C. Y. (2021). Personalized live streaming channel recommendation based on most similar neighbors. Multimedia Tools and Applications, 80(13), 19867-19883.

Yoganathan, V., Osburg, V. S., & Stevens, C. J. (2021). Freedom and giving in game streams: A Foucauldian exploration of tips and donations on Twitch. Psychology & Marketing, 38(6), 1001-1013.

Shisha, S. (2020). Fairness, Copyright, and Video Games: Hate the Game, Not the Player. Fordham Intell. Prop. Media & Ent. LJ, 31, 694.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.

Andoh, J., & DeBroff, B. (2021). Assessment of spontaneous eye blink rate in online livestream video game players. Adv Ophthalmol Vis Syst, 11(1), 11-14.

Johnson, M. R. (2021). Behind the Streams: The Off-Camera Labour of Game Live Streaming. Games and Culture, 16(8), 1001-1020.

Pirker, J., Steinmaurer, A., & Karakas, A. (2021). Beyond Gaming: The Potential of Twitch for Online Learning and Teaching. In Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V. 1 (pp. 74-80).

Jodén, H., & Strandell, J. (2021). Building viewer engagement through interaction rituals on Twitch. tv. Information, Communication & Society, 1-18.

Laato, S., & Rauti, S. (2020). Scambaiting as a Form of Online Video Entertainment: An Exploratory Study. In International Conference on Soft Computing and Pattern Recognition (pp. 738-748). Springer, Cham.

Uttarapong, J., Cai, J., & Wohn, D. Y. (2021). Harassment Experiences of Women and LGBTQ Live Streamers and How They Handled Negativity. In ACM International Conference on Interactive Media Experiences (pp. 7-19).

Cai, J., Wohn, D. Y., & Almoqbel, M. (2021). Moderation visibility: Mapping the strategies of volunteer moderators in live streaming micro communities. In ACM International Conference on Interactive Media Experiences (pp. 61-72).

Pollack, C. C., Gilbert-Diamond, D., Emond, J. A., Eschholz, A., Evans, R. K., Boyland, E. J., & Masterson, T. D. (2021). Twitch user perceptions, attitudes and behaviours in relation to food and beverage marketing on Twitch compared with YouTube.…

Yu, V., Paola, K., Alvarez, B., & Chen, V. H. H. (2021). Game streamers’ practices on Twitch and management of well-being. Journal of Communication Technology, Association for Education in Journalism and Mass Communication, 54-77.

Lin, G. Y., Wang, Y. S., Wang, Y. M., & Lee, M. H. (2021). What drives people's intention toward live stream broadcasting. Online Information Review.

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

Striner, A., Webb, A. M., Hammer, J., & Cook, A. (2021). Mapping Design Spaces for Audience Participation in Game Live Streaming. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-15).

Hammad, N., Harpstead, E., & Hammer, J. (2021). Towards Examining The Effects of Live Streaming an Educational Game. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-6).

Chung, J. J. Y., Shin, H. V., Xia, H., Wei, L. Y., & Kazi, R. H. (2021). Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live Streaming. In Proceedings of the 2021 CHI Conference on Human Factors in…

Bentaleb, A., Akcay, M. N., Lim, M., Begen, A. C., & Zimmermann, R. (2021). Catching the moment with LoL+ in Twitch-like low-latency live streaming platforms. IEEE Transactions on Multimedia.

Cai, J., Guanlao, C., & Wohn, D. Y. (2021). Understanding rules in live streaming micro communities on twitch. In ACM International Conference on Interactive Media Experiences (pp. 290-295).

Boyce, W. S., Morris, J., & Tracy, P. M. (2021). COVID-19 and the changes in daily streaming behavior of consumers in the United States. International Journal of Business Analytics (IJBAN), 8(3), 26-39.

Ross, A. S., & Logi, L. (2021). ‘Hello, this is Martha’: Interaction dynamics of live scambaiting on Twitch. Convergence, 27(6), 1789-1810.

AlZahrani, A., Wani, M. A., & Bhat, W. A. (2021). Forensic analysis of Twitch video streaming activities on Android. Journal of Forensic Sciences, 66(5), 1721-1741.

Qian, T. Y. (2021). Watching sports on Twitch? A study of factors influencing continuance intentions to watch Thursday Night Football co-streaming. Sport Management Review, 1-22.

Steinbeck, H., Teusner, R., & Meinel, C. (2021). Teaching the Masses on Twitch: An Initial Exploration of Educational Live-Streaming. In Proceedings of the Eighth ACM Conference on Learning@ Scale (pp. 275-278).

Obreja, D. M. (2021). Toward a multidimensional streaming: A thematic case study of two Twitch channels. New Media & Society, 14614448211020692.

Carr, K. (2021). Digital Assets & License Protections in an Age that Denies Class Actions and Mandates Arbitration. JOURNAL OF DISPUTE RESOLUTION, 335.

Zhou, Y., & Farzan, R. (2021). Designing to Stop Live Streaming Cyberbullying: A case study of Twitch Live Streaming Platform. In C&T'21: Proceedings of the 10th International Conference on Communities & Technologies-Wicked Problems in the Age of…

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.

Martelaro, N., Lakdawala, T., Chen, J., & Hammer, J. (2021). Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets. In Designing Interactive Systems Conference 2021 (pp. 1765-1782).

Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Kunigita, H., & Kohda, Y. (2021). Integrating Real-World and Virtual Experiences Through eSports-Type ‘Cheering’. In International Conference on Applied Human Factors and Ergonomics (pp. 478-484). Springer, Cham.

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.

El Afi, F., & Ouiddad, S. (2021). The Rise of Video-Game Live Streaming: Motivations and Forms of Viewer Engagement. In International Conference on Human-Computer Interaction (pp. 156-163). Springer, Cham.

Lantano, F., Petruzzelli, A. M., & Panniello, U. (2022). Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation. Technological Forecasting and Social Change, 174, 121210.

Chang, J., & Lee, D. (2022). Changes in user experience and satisfaction as media technology evolves: The reciprocal relationship between video games and video game-related media. Technological Forecasting and Social Change, 174, 121219.

Kim, H. M., & Kim, S. (2022). The show must go on: Why Korea lost its first-mover advantage in Esports and how it can become a major player again. Technological Forecasting and Social Change, 179, 121649.

Shenkman, E., Coates, D., Chadov, A., & Parshakov, P. (2022). Team vs. individual tournament: An organizer's dilemma. Journal of Economic Behavior & Organization, 198, 476-492.

Nan, D., Lee, H., Kim, Y., & Kim, J. H. (2022). My video game console is so cool! A coolness theory-based model for intention to use video game consoles. Technological Forecasting and Social Change, 176, 121451.

Cui, Y., Li, J., & Zhang, Y. (2022). The impacts of game experience and fanwork creation on game loyalty: Mediation effect of perceived value. Technological Forecasting and Social Change, 176, 121495.

Şengün, S., Santos, J. M., Salminen, J., Jung, S. G., & Jansen, B. J. (2022). Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends. Technological Forecasting and Social Change, 177,…

Xi, X., Xi, B., Miao, C., Yu, R., Xie, J., Xiang, R., & Hu, F. (2022). Factors influencing technological innovation efficiency in the Chinese video game industry: Applying the meta-frontier approach. Technological Forecasting and Social Change, 178,…

Wong, D., & Meng-Lewis, Y. (2022). Esports diplomacy–China’s soft power building in the digital era. Managing Sport and Leisure, 1-23.

Witkowski, E. (2022). Growing Pains in Esports Associationalism: Four Modes of National Esports Associational Development. Games and Culture, 15554120221084449.

Cote, A. C., Can, O., Foxman, M., Harris, B. C., Hansen, J., Rahman, M. W. U., & Fickle, T. (2022). The COVID Season: US Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic. Games and Culture,…

Günther, C., Eiselmayer, S., Lehmann, G., Fröhlich, S., Biel, A. (2022). Aktuelle Methoden und Tools für
Planung und Forecast. Controller Magazin, 2/22, p. 60-66. Haufe.

Bonnar, D., Lee, S., Roane, B. M., Blum, D. J., Kahn, M., Jang, E., Dunican, I.C., Gradisar, M. & Suh, S. (2022). Evaluation of a Brief Sleep Intervention Designed to Improve the Sleep, Mood, and Cognitive Performance of Esports Athletes.…

La Monica, M. B., Listman, J. B., Donovan, I., Johnson, T. E., Heeger, D. J., & Mackey, W. E. (2021). Effects of TeaCrine®(theacrine), Dynamine™(methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game…

Amor, J. S. C., Alguacil, M., & Gómez-Tafalla, A. M. (2022). Gender influence on brand recommendation at an esports event. Journal of Physical Education and Sport, 22(1), 231-238.

Białecki, A., Gajewski, J., Białecki, P., Phatak, A., & Memmert. (2020). Determinants of Victory in Esports - StarCraft II. Zenodo

Wechsler, K., Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen. International Journal of…

Delello, J. A., McWhorter, R. R., Roberts, P., Dockery, H. S., De Giuseppe, T., & Corona, F. (2021). The Rise of eSports: Insights Into the Perceived Benefits and Risks for College Students. International Journal of eSports Research (IJER), 1(1),…

Dykstra, R., Koutakis, P., & Hanson, N. (2021). Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers. International Journal of eSports Research (IJER), 1(1), 1-14.

Pizzo, A. D., Su, Y., Scholz, T., Baker, B. J., Hamari, J., & Ndanga, L. (2022). Esports scholarship review: Synthesis, contributions, and future research. Journal of Sport Management, 1(aop), 1-12.

Flegr, S., & Schmidt, S. L. (2022). Strategic management in eSports–a systematic review of the literature. Sport Management Review, 1-25.

De Donder, S., Robeers, T., & Daneels, R. (2022). Virtual athlete or ultimate nerd? A framing analysis of eSports in Flemish printed media. Sport in Society, 1-17.

Esports, espetáculo e materialidades: reflexões sobre a prática profissional
durante a pandemia de covid-19 (Esports, Spectacle and Materiality thoughts about the professional activity during the covid-19 pandemic) (2021) Macedo, M., Fragoso, S.…

Falcão, T., Marques, D., Mussa, I., & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. gamevironments, (13), 38-38.

Macedo, T., & Fragoso, S. (2019). Geografias dos Esports: mediações espaciais da prática competitiva na Amazônia//Esports Geographies: Spatial Mediations of Competitive Practice in the Amazon. Logos, 26(2), 106-123.

Macedoa T., Falcãob T. (2019). Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario. Entertainment Computing (34). Elsevier.

Macedo, T., & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 246-267.

Macedo, T., & Falcão, T. (2019). Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario. In International Conference on Videogame Sciences and Arts (pp. 150-165). Springer, Cham.

Macedo, T. (2019). Like a Pro: Dinâmicas Sociais do e-Sport na Amazônia. Programa de Pós-Graduação em Comunicação

Thompson, J., Taheri, B., & Scheuring, F. (2022). Developing esport tourism through fandom experience at in-person events. Tourism Management, 91, 104531.

Kleinman, E., Shergadwala, M. N., & Seif El-Nasr, M. (2022). Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning. In CHI Conference on Human Factors in Computing Systems (pp. 1-13).

Smith, M., Sharpe, B., Arumuham, A., & Birch, P. (2022). Examining the Predictors of Mental Ill Health in Esport Competitors. In Healthcare (Vol. 10, No. 4, p. 626). MDPI.

Yang, Z., Pan, Z., Wang, Y., Cai, D., Shi, S., Huang, S. L., ... & Liu, X. (2022). Interpretable Real-Time Win Prediction for Honor of Kings--a Popular Mobile MOBA Esport. IEEE Transactions on Games.

Kim, H. E. (2022). Where Esport Law Does not Exist. Available at SSRN 4047288.

Chihuailaf, L., Concha, R., i Türk, Y. (2022). Sexism and misogyny in sports. Revista Catalana de Pedagogia, 21, 21-35.

Pumsanguan, C., & Thithathan, S. (2022). Causal Factors Related to Management of eSport Clubs in Thailand. Annals of Applied Sport Science, 0-0.

Williamson, M. (2022). Esport co-streaming and spectator motivations.

Deva Asmara Kusuma, M. (2022). Analisis Seksisme dalam Pemberitaan Esport di Media INDOSPORT. com (Doctoral dissertation, Universitas Multimedia Nusantara).

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Dipa Kalyani Sujata, P., Bianca Sardjono, S., & Putri Hendratno, S. (2022). Esport Ecosystem, Financial Behavior, and Carbon Emissions in Indonesian Urban Area. In 2022 4th Asia Pacific Information Technology Conference (pp. 123-130).

Luo, Y., Hutchinson, J., O’Connell, C., & Sha, Y. (2022). Reciprocal effects of esport participation and mental fatigue among Chinese undergraduate students using dynamic structural equation modeling.

Karadakis, K., & Painchaud, M. M. (2022). Esport Knowledge, Skills, and Abilities: Perspectives from Subject Matter Experts. Athens Journal of Sports 2022, 9: 1-22

Lam, W. K., Liu, R. T., Chen, B., Huang, X. Z., Yi, J., & Wong, D. W. C. (2022). Health Risks and Musculoskeletal Problems of Smartphone-game Elite eSport Players: a Cross-sectional Descriptive Study.

Petitprez, E. (2022). Responsabilité civile–esport et acceptation des risques: renouveau ou statu quo?. Jurisport: Revue juridique et économique du sport, (228), 41-45.
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