Browse Items (7 total)

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.

Mackrodt, B. (2017). Team Play – Was Counter Strike-Spielern bei virtueller Teamarbeit gelingt und was nicht. Wiesbaden: Springer.

Witkowski, E. (2012). On the Digital Playing Field: How We ‘Do Sport’ With Networked Computer Games. Games and Culture, 7, 349-374.

Reeves, S., Brown, B., & Laurier, E. (2009). Experts at Play: Understanding Skilled Expertise. Games and Culture, 4(3), 205–227.

Rambusch, J., Jakobsson, P., & Pargman, D. (2007). Exploring e-Sports: A Case Study of Gameplay in Counter-Strike. In A. Baba (Ed.), Situated Play: Proceedings of the Digital Games Research Association (DiGRA) Conference 2007 Tokyo: University of…

Hardenstein, T. (2017). Skins in the Game: Counter-Strike, Esports, and the Shady World of Online Gambling. Unpublished Manuscript.

Irwin, S. V., & Naweed, A. (2018). BM’ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports. Games and Culture, 15(4), 411-433.
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2