Browse Items (1773 total)

Lessel, P., Vielhauer, A., & Krüger, A. (2017). CrowdChess: A System to Investigate Shared Game Control in Live-Streams. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 389-400).

Deng, J., Tyson, G., Cuadrado, F., & Uhlig, S. (2017). Internet scale user-generated live video streaming: The Twitch case. In International Conference on Passive and Active Network Measurement (pp. 60-71). Springer, Cham.

Fanzo, J., Gu, R., Han, J., Majmudar, K., Deng, T., Cheng, F., Li, C. & Hammer, J. (2017). What Lurks in the Dark: An Audience Participation Horror Game. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play…

Anderson, S. L. (2017). Watching people is not a game: Interactive online corporeality, Twitch. tv and videogame streams. Game Studies, 17(1), 1-16.

Zhang, C., Liu, J., Ma, M., Sun, L., & Li, B. (2017). Seeker: Topic-aware viewing pattern prediction in crowdsourced interactive live streaming. In Proceedings of the 27th Workshop on Network and Operating Systems Support for Digital Audio and Video…

Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109.

Zhang, C., Liu, J., & Wang, H. (2017). Cloud-assisted crowdsourced livecast. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 13(3s), 1-22.

Robinson, R., Rubin, Z., Segura, E. M., & Isbister, K. (2017). All the feels: designing a tool that reveals streamers' biometrics to spectators. In Proceedings of the 12th International Conference on the Foundations of Digital Games (pp. 1-6).

Zhao, Q., Chen, C. D., Cheng, H. W., & Wang, J. L. (2018). Determinants of live streamers’ continuance broadcasting intentions on Twitch: A self-determination theory perspective. Telematics and Informatics, 35(2), 406-420.

Haaranen, L. (2017). Programming as a performance: Live-streaming and its implications for computer science education. In Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education (pp. 353-358).

Scully-Blaker, R., Begy, J., Consalvo, M., & Ganzon, S. (2017). Playing along and playing for on Twitch: Livestreaming from tandem play to performance.

Hu, M., Zhang, M., & Wang, Y. (2017). Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Computers in Human Behavior, 75, 594-606.

Pellicone, A. J., & Ahn, J. (2017). The Game of Performing Play: Understanding streaming as cultural production. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 4863-4874).

Ford, C., Gardner, D., Horgan, L. E., Liu, C., Tsaasan, A. M., Nardi, B., & Rickman, J. (2017). Chat speed op pogchamp: Practices of coherence in massive twitch chat. In Proceedings of the 2017 CHI conference extended abstracts on human factors in…

Consalvo, M. (2017). Player one, playing with others virtually: What’s next in game and player studies. Critical Studies in Media Communication, 34(1), 84-87.

Lessel, P., Vielhauer, A., & Krüger, A. (2017). Expanding video game live-streams with enhanced communication channels: A case study. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 1571-1576).

Lessel, P., Mauderer, M., Wolff, C., & Krüger, A. (2017). Let's play my way: Investigating audience influence in user-generated gaming live-streams. In Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online…

Gros, D., Wanner, B., Hackenholt, A., Zawadzki, P., & Knautz, K. (2017). World of streaming. Motivation and gratification on Twitch. In International Conference on Social Computing and Social Media (pp. 44-57). Springer, Cham.

Recktenwald, D. (2017). Toward a transcription and analysis of live streaming on Twitch. Journal of Pragmatics, 115, 68-81.

Bingham, C. M. (2020). Talking about Twitch: Dropped Frames and a normative theory of new media production. Convergence, 26(2), 269-286.

Gay, P. L. (2017). Moving People from Science Adjacent to Science Doers with Twitch. tv. In AAS/Division for Planetary Sciences Meeting Abstracts# 49 (Vol. 49, pp. 119-02).

Laterman, M., Arlitt, M., & Williamson, C. (2017). A campus-level view of Netflix and Twitch: Characterization and performance implications. In 2017 International Symposium on Performance Evaluation of Computer and Telecommunication Systems (SPECTS)…

Seering, J., Savage, S., Eagle, M., Churchin, J., Moeller, R., Bigham, J. P., & Hammer, J. (2017). Audience participation games: Blurring the line between player and spectator. In Proceedings of the 2017 Conference on Designing Interactive Systems…

Seering, J., Kraut, R., & Dabbish, L. (2017). Shaping pro and anti-social behavior on twitch through moderation and example-setting. In Proceedings of the 2017 ACM conference on computer supported cooperative work and social computing (pp. 111-125).

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.

Zhang, C., Liu, J., & Wang, H. (2016). Towards hybrid cloud-assisted crowdsourced live streaming: Measurement and analysis. In Proceedings of the 26th International Workshop on Network and Operating Systems Support for Digital Audio and Video (pp.…

Churchill, B. C., & Xu, W. (2016). The modem nation: A first study on Twitch. tv social structure and player/game relationships. In 2016 IEEE international conferences on big data and cloud computing (BDCloud), social computing and networking…

Vosmeer, M., Ferri, G., Schouten, B., & Rank, S. (2016). Changing roles in gaming: Twitch and new gaming audiences. In Proceedings of 1st International Joint Conference of DiGRA and FDG, Dundee, Scotland, UK (pp. 1-2).

He, Q., Zhang, C., & Liu, J. (2016). Utilizing massive viewers for video transcoding in crowdsourced live streaming. In 2016 IEEE 9th International Conference on Cloud Computing (CLOUD) (pp. 116-123). IEEE.

Jia, A. L., Shen, S., Epema, D. H., & Iosup, A. (2016). When game becomes life: The creators and spectators of online game replays and live streaming. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 12(4), 1-24.

Pan, R., Bartram, L., & Neustaedter, C. (2016). TwitchViz: a visualization tool for twitch chatrooms. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1959-1965).

Bründl, S., & Hess, T. (2016). Why do users broadcast? Examining individual motives and social capital on social live streaming platforms. PACIS 2016 Proceedings. 332.

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…

Liu, Y. W., Lin, C. Y., & Huang, J. L. (2015, June). Live streaming channel recommendation using HITS algorithm. In 2015 IEEE International Conference on Consumer Electronics-Taiwan (pp. 118-119). IEEE.

Claypool, M., Farrington, D., & Muesch, N. (2015). Measurement-based analysis of the video characteristics of Twitch. tv. In 2015 IEEE Games Entertainment Media Conference (GEM) (pp. 1-4). IEEE.

Deng, J., Cuadrado, F., Tyson, G., & Uhlig, S. (2015). Behind the game: Exploring the twitch streaming platform. In 2015 International Workshop on Network and Systems Support for Games (NetGames) (pp. 1-6). IEEE.

Olejniczak, J. (2015). A linguistic study of language variety used on twitch. tv: desriptive and corpus-based approaches. Redefining community in intercultural context, 4(1), 329-334.

Zhang, C., & Liu, J. (2015). On crowdsourced interactive live streaming: a twitch. tv-based measurement study. In Proceedings of the 25th ACM workshop on network and operating systems support for digital audio and video (pp. 55-60).

Chu, W. T., & Chou, Y. C. (2015). Event detection and highlight detection of broadcasted game videos. In Proceedings of the 2nd Workshop on Computational Models of Social Interactions: Human-Computer-Media Communication (pp. 1-8).

Pires, K., & Simon, G. (2015). YouTube live and Twitch: a tour of user-generated live streaming systems. In Proceedings of the 6th ACM multimedia systems conference (pp. 225-230).

Pires, K., & Simon, G. (2014). Dash in twitch: Adaptive bitrate streaming in live game streaming platforms. In Proceedings of the 2014 Workshop on Design, Quality and Deployment of Adaptive Video Streaming (pp. 13-18).

Nascimento, G., Ribeiro, M., Cerf, L., Cesário, N., Kaytoue, M., Raïssi, C., ... & Meira, W. (2014). Modeling and analyzing the video game live-streaming community. In 2014 9th Latin American Web Congress (pp. 1-9). IEEE.

Yang, T. W., Shih, W. Y., Huang, J. L., Ting, W. C., & Liu, P. C. (2013). A hybrid preference-aware recommendation algorithm for live streaming channels. In 2013 Conference on Technologies and Applications of Artificial Intelligence (pp. 188-193).…

Smith, T., Obrist, M., & Wright, P. (2013). Live-streaming changes the (video) game. In Proceedings of the 11th european conference on Interactive TV and video (pp. 131-138).

Bruns, A. (2009). The user-led disruption: self-(re) broadcasting at Justin. tv and elsewhere. In Proceedings of the 7th European Conference on Interactive TV and Video (pp. 87-90).

Macey J., Bujić M. (2022) The Talk of the Town: Community Perspectives on Loot Boxes. In: Ruotsalainen M., Törhönen M., Karhulahti VM. (eds) Modes of Esports Engagement in Overwatch. Palgrave Macmillan, Cham.

Apperley T. (2022) Overwatch to Oversnatch: The Mutually Reinforcing Gendered Power Relations of Pornography, Streaming, and Esports. In: Ruotsalainen M., Törhönen M., Karhulahti VM. (eds) Modes of Esports Engagement in Overwatch. Palgrave Macmillan,…

Wirman, H., & Jones, R. (2022). Overwatch Fandom and the Range of Corporate Responses. In Modes of Esports Engagement in Overwatch (pp. 157-177). Palgrave Macmillan, Cham.

Friman, U., & Ruotsalainen, M. (2022). Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”. Modes of Esports Engagement in Overwatch, 135.

Caetano, M. (2022). A Region of Contenders: Overwatch in Brazil. In Modes of Esports Engagement in Overwatch (pp. 113-133). Cham: Springer International Publishing.

Siitonen, M., & Ruotsalainen, M. (2022) “KKona where’s your sense of patriotism?”: Positioning Nationality in the Spectatorship of Competitive Overwatch Play. Modes of Esports Engagement in Overwatch, 89.

Välisalo, T., & Ruotsalainen, M. (2022). Player Reception of Change and Stability in Character Mechanics. Modes of Esports Engagement in Overwatch, 67.

Blom, J. (2022) The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Enforces Authorial Intention in Overwatch. Modes of Esports Engagement in Overwatch, 49.

Blamey, C. (2022). One Tricks, Hero Picks, and Player Politics: Highlighting the Casual-Competitive Divide in the Overwatch Forums. In Modes of Esports Engagement in Overwatch (pp. 31-47). Palgrave Macmillan, Cham.

Vahlo, J., & Karhulahti, V. M. (2022). Two Overwatch Player Profiles. In Modes of Esports Engagement in Overwatch (pp. 11-30). Palgrave Macmillan, Cham.

Werder, K. (2022). Esport. Business & Information Systems Engineering, 1-7.

Sörman, D. E., Dahl, K. E., Lindmark, D., Hansson, P., Vega-Mendoza, M., & Körning-Ljungberg, J. (2022). Relationships between Dota 2 expertise and decision-making ability. Plos one, 17(3), e0264350.

Kósa, G., Feher, G., Horvath, L., Zadori, I., Nemeskeri, Z., Kovacs, M., ... & Tibold, A. (2022). Prevalence and Risk Factors of Problematic Internet Use among Hungarian Adult Recreational Esports Players. International Journal of Environmental…

Billings, A. C., & Hardin, M. (2022). Changing the Esport Debate: An Upstart Establishes Firm Footing in the Sports Arena. Communication & Sport, 10(2), 171-174.

Pluss, M. A., Novak, A. R., Bennett, K. J., Panchuk, D., Coutts, A. J., & Fransen, J. (2022). The reliability and validity of mobalytics proving ground as a perceptual-motor skill assessment for esports. International Journal of Sports Science &…

Rusk, F., & Ståhl, M. (2022). Coordinating teamplay using named locations in a multilingual game environment-Playing esports in an educational context. Classroom Discourse, 1-24.

Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., ... & Williams, J. P. (2021). Foundations for Esports Curricula in Higher Education. In Proceedings of the 2021 Working Group Reports on Innovation and Technology in…

Ribeiro, F. J., Viana, V., Borges, N., & Teixeira, V. H. (2021). The Emergence of eSports Nutrition: A Review.

Ruotsalainen, M., Törhönen, M., Karhulahti, V. (2022). Modes of Esports Engagement in Overwatch, Springer

Leis, O., Franziska, L., Birch, P. D., & Elbe, A. M. (2021). Stressors, perceived stress responses, and coping strategies in professional esports players: A qualitative study. International Journal of eSports.

Poulus, D., Coulter, T., Trotter, M., & Polman, R. (2021). Perceived stressors experienced by competitive esports athletes. International Journal of Esports.

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974.

The aim of this study is to examine the impact of actor engagement, defined as an actor’s voluntary contribution of resources that go beyond the actual transaction/exchange, on the business model concept in the context of the digital media industry.…

This article analyzes the relationship between student productive labor, or the creation of media content like podcasts or graphic designs, and the institutionalization of collegiate esports. Through 19 semi-structured interviews with students and…

This study investigates the video game play of a multiplayer firstperson shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all…

This study investigates the roles and responsibilities of eSports stakeholders in ensuring eSports players’ health and wellbeing through the following research questions: (1) What are the roles and responsibilities of different stakeholders in…

This study explores if and how perceived Esports streamer credibility influences the audience’s attitude toward the brand endorsed by the streamer. Results from a survey
conducted with US adults (N = 277) show the significant and positive…

In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments…

Zhao, Y., & Zhu, Y. (2020). Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Journal of Cultural Studies

Lin, Z., & Zhao, Y. (2020). Self-enterprising eSports: Meritocracy, precarity, and disposability of eSports players in China. International Journal of Cultural Studies, 23(4), 582-599.

Zhao, Y., & Lin, Z. (2020).Umbrella platform of Tencent eSports industry in China. Journal of Cultural Economy.

Lin, X., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts

Yue Meng-Lewisa, Y., Wong, D., Zhao, Y. & Lewis, G. (2021). Understanding complexity and dynamics in the career development of eSports athletes. Sport Management Review

McLeod, C. M., Xue, H., & Newman, J. I. (2021). Opportunity and inequality in the emerging esports labor market. International Review for the Sociology of Sport.

Ruotsalainen, M., & Välisalo, T. (2021). Esports fandom in the age of transmedia: the reception of the overwatch league. Eracle - Journal of Sport and Social Sciences, 4(1): 11-35.

Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.

Saiz-Alvarez, J. M., Palma-Ruiz, J. M., Valles-Baca, H. G., Fierro-Ramírez, L. A. (2021). Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results. Sustainability, 13, 10890.

Witkowski, E., Midgley, G., Stein, Abe, Miller, G, & Diamond, J. (2021). Racing with the industry: an interview on motorsports, esports, livestreaming and the COVID-19 pandemic. Sport in Society

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Chae, H., & Lee, SJ. (2021). 오버워치 캐릭터의 성격과 체형이 게이머에 따라 다르게 인식될까. e스포츠연구, 3(1), 1-14

Petschinka, P. (2021). Zwischen jugendgefährdenden Medien und Alterskennzeichnungen: Jugendschutzrechtliches zum eSport in Österreich. SpoPrax - Sport- und E-Sportrecht in der Praxis, 164-169.

Piska, C., & Petschinka, P. (2019). eSport: alte Rechtsfragen - neu gestellt. ecolex - Zeitschrift für Wirtschaftsrecht, 637-639

Piska, C., & Petschinka, P. (2019). eSport in Österreich: eine rechtliche Navigationshilfe. Zeitschrift für Energie- und Technikrecht, 63-69

Nothelfer, N. & Trunk, D. (2022). Virtuelle Sportsimulationen in verbands- und rechtspolitischer Hinsicht. Sport- und E-Sportrecht in der Praxis, 66-72.

Macedo, T. & Falcão, T. (2019). Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario. In: Zagalo, N., Veloso, A., Costa, L., Mealha, Ó. (Eds.), Videogame Sciences and Arts. VJ 2019 (pp. 150-165),…

Macedo, T. & Falcão, T. (2019). E-Sports, herdeiros de uma tradição. Intexto, 45, 246-267.

Falcão, T., Marques, D., Mussa, I. & Macedo, T. (2020). At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness. Gameviroments, No. 13, 382-419.

Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.

Nothelfer, N. & Petschinka, P. (2022). Wetten auf eSport-Ereignisse in Deutschland und Österreich. Sport- und E-Sportrecht in der Praxis, 20-25.

Anyi Wan Jr, J., Alif bin Kamal, A. & bin Abd Rahman, S. (2021). Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process. Journal of IT in Asia, Vol 09, 2021, 49-64.

Koops, C., & Nothelfer, N. (2021). Der sozialversicherungsrechtliche Status von E-Sportlern. Neue Zeitschrift für Sozialrecht, 918-922.

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). Revista Logos, 26(2),…

Jackson, J. (2021). Risks in eSports and Company Stakeholder Responsibility. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 115-136). Norderstedt: Books on Demand.

Kocadag, M. (2021). Revealing the eSport Athlete 3.0. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 108-114). Norderstedt: Books on Demand.

Armstrong, K. (2021). Interactivity, Ethical Behaviors, And Transmediation in eSports: An Analysis of Pokémon Through Uses and Gratifications Theory. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2019/20 (pp. 84-107). Norderstedt: Books on…
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