Browse Items (10 total)

Elzen, L. C. (2022). Esports as a novel way of socializing and networking for students and businesses: in and beyond COVID-19 times (Master's thesis, University of Twente).

Modreanu, E. S. (2022). A parent-child eSports e-learning system to foster sustainable gaming for children (Bachelor's thesis, University of Twente).

Qian, T. Y., Matz, R., Luo, L., & Xu, C. (2022). Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports. Journal of Business Research, 145, 482-494.

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).

Consalvo, M., Zanescu, A., & Lajeunesse, M. (2020). Living on Twitch: An Ethnography of Fatigue.

Johnson, M. R., & Woodcock, J. (2019). “And today’s top donator is”: How live streamers on Twitch. tv monetize and gamify their broadcasts. Social Media+ Society, 5(4), 2056305119881694.

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.

Siutila, M. (2018). The Gamification of Gaming Streams. Proceeding of the 2nd GamiFIN Conference, Pori, Finland, 131-140.

Macey, J., & Hamari, J. (2019). eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour Associated with Emergent Forms of Gambling. New Media & Society, 21(1), 20–41.

Brock, T. (2017). Roger Caillois and E-sports: On the Problems of Treating Play as Work. Games and Culture, 12(4), 321-329.
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