Biblio-source thématisée

Pour rendre plus agréable qu’une longue liste, j’ai fait une bibliographie légèrement thématisée. Les résultat n’est pas très bon mais serait vite intéressant avec une vraie gestion documentaire.

[PA] Partiellement académique.

[FR] Chercheurs francophones.

Si quelqu’un souhaite réagencer / créer une nouvelle catégorie, qu’il n’hésite pas !

RECHERCHES SUR LES JOUEURS

Expertise des joueurs

Ash, James. 2012. “Technology, technicity, and emerging practices of temporal sensitivity in videogames.” Environment and Planning A 44(1) 187 – 203.

[FR] Besombes, N., Lech, A. & Collard, L. 2016. Corps et motricité dans les jeux vidéo. Revue Corps N°14, 49-58.

[FR] Bosc, G. Kaytoue-Uberall, Raïssi C., Boulicaut, J-F. (2014), Fouille de motifs séquentiels pour l’élicitation de stratégies à partir de traces d’interactions entre agents en compétition. In EGC 2014, vol. RNTI-E-26, pp. 359-370.

Bosc, G., M. Kaytoue, C. Raïssi, J-F. Boulicaut, and P. Tan. 2014. “Mining balanced patterns in real-time strategy games.” LIRIS Research Report. (Extended version of paper presented at European Conference on Artificial Intelligence – ECAI 2014.)

Bowman, Nick. 2013. “Facilitating game play: How others affect performance at and enjoyment of video games.” Media Psychology, 16(1): 39-64.

Hong J-C, Liu M-C. (2003), A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19, pp. 245-258

Low-Kam, C., C. Raïssi, M. Kaytoue, and J. Pei. 2013. “Mining statistically significant sequential patterns,” ICDM 2013.

Lowood, Henry. 2007. “‘It’s not easy being green’: Real-time game performance in Warcraft.” In Videogame/Player/Text, ed. Barry Atkins and Tanya Krzywinska, 83–100. Manchester: Palgrave.

Talmadge Wright, Eric Boria, Paul Breidenbach: Creative Player Actions in FPS Online Video Games – Playing Counter-Strike. Game Studies 2(2) (2002)

Toft-Nielsen, Claus and Tof Norgard, Rikke (2015) Expertise as gender performativity and corporeal craftsmanship. Towards a multiplayered understanding of gaming expertise. Convergence, April 24.

Rambusch, Jana. 2011. Mind Games Extended: Understanding Gameplay as Situated Activity. PhD disseration, Linköping Studies in Science and Technology.

[PA] Scholz T., Feldhaus A. (2015). Mentoring in eSports. In In J. Hiltscher and T. Scholz (eds.), eSports yearbook 2013/2014, Norderstedt, Germany: Books on Demand GmbH pp.66-75.

Rambusch, Jana, Peter Jakobsson, and Daniel Pargman. 2007. “Exploring e-sports: A case study of gameplay in Counter-Strike.” In Situated Play: Proceedings of the Digital Games Research Association (DiGRA) Conference 2007, ed. Akira Baba. Tokyo: University of Tokyo.

Reeves, Stuart, Barry Brown, and Eric Laurier. 2009. “Experts at play: Understanding skilled expertise.” Games and Culture 4 (3): 205–227.

Rioult, Metivier, Helleu, Scelles & Durand, 2012, Fouille de traces de jeu vidéo en compétition: Une approche stratégique et sportive. Ingénierie des systèmes d’information, 2012, vol. 17, no 2 (138 p.).

Taylor, Nicholas T. 2012. “A silent team is a dead team”: Communicative norms in team-based Halo 3 play. In G. Voorhees, (Ed.), Guns, grenades and grunts: First person shooter games. New York: Continuum.

Witkowski, Emma. 2012. Inside the Huddle: The Sociology and Phenomenology of Team Play in Networked Computer Games. PhD dissertation, IT University of Copenhagen, Denmark.

Joueurs et genres

Chen Christensen, Natasha. 2006. “Geeks at play: Doing masculinity in an online gaming site.” Reconstruction 6.1 (Winter).

Taylor, Nicholas, Jenson, Jen and de Castell, Suzanne (2009) ‘Cheerleaders/booth babes/ Halo hoes: progaming, gender and jobs for the boys’, Digital Creativity, 20: 4, 239 — 252

Crawford, Garry. 2005. “Digital gaming, sport, and gender.” Leisure Studies 24 (3): 259–270.

Taylor, Nicholas T. 2009. “Where the women are(n’t): Gender and a North American ‘pro-gaming’ scene.” In Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of the 2009 Digital Games Research Association conference, eds. Barry Atkins, Helen Kennedy, and Tanya Krzywinska. London.

Witkowski, Emma. 2013. “Eventful masculinities: Negotiations of hegemonic sporting masculinities at LANs,” in Mia Consalvo, Konstantin Mitgutsch, and Abe Stein (Eds.) Sports Videogames. New York: Routledge.

Zolides, Andrew. 2015. “Lipstick Bullets: Labour and Gender in Professional Gamer Self-Branding,” Persona Studies, 1.2, 42-53.

Groupes de joueurs

Conway, Steven. 2010. “‘It’s in the game’ and above the game.” Convergence 16 (3): 334- 354.

Ducrocq-Henry S., 2011, Les tribus ludiques du « LAN party » : perspectives d’apprentissage et de socialisation en contexte de compétition de jeux vidéo en réseau local, Thèse de doctorat, UQAM, Montréal.

Leonard, David. 2008. “To the white extreme in the mainstream: Manhood and white youth culture in a virtual sports world.” In Youth Culture and Sport, ed. Michael D. Giardina and Michele K. Donnelly, 91–112. New York: Routledge.

Chee, Florence and Richard K. Smith. 2005. “Online gamers and the ambiguity of community: Korean definitions of togetherness for a new generation.” Internet Research Annual, volume 4. New York: Peter Lang.

Moeller, Ryan M., Bruce Esplin, and Steven Conway. 2009. “Cheesers, pullers, and glitchers: The rhetoric of sportsmanship and the discourse of online sports gamers.” Game Studies, 9 (2).

[FR] Mora P., 2005, “Derrière l’e-sport : un conflit d’experts de jeux réseaux compétitifs.” In Fortin, Mora, Trémel, Les jeux vidéo : pratiques, contenus et enjeux sociaux, Paris: L’Harmattan.

Philippette T, Campion, B., (2012), On justification : WoW, EQ2 and Aion forums. In Well played volume 2, number 2, pp.59-78.

Stald, Gitte. 2001. “Meeting in the combat zone: Online multi-player computer games as spaces for social and cultural encounters.” In Proceedings of Association of Internet Researchers Conference, ed. Leslie Shade. Minneapolis, USA.

Swalwell, M. L. 2009. “LAN gaming groups: Snapshots from an Australasian case study, 1999–2008.” In Gaming cultures and place in Asia-Pacific, ed. L. Hjorth and D. Chan, 117–136. Oxon, UK: Routledge.

Taylor, T. L., and Emma Witkowski. 2010. “This is how we play it: What a mega-LAN can teach us about games.” In Proceedings of the Fifth International Conference on the Foundations of Digital Game, ed. Yusuf Pisan. Monterey, CA: ACM Press.

Witkowski, Emma. 2014. “Competition and Cooperation,” in B. Perron and M. J. Wolf, (eds.)  The Routledge Companion to Video Game Studies. New York: Routledge.

Champions / rapport e-sport et sport

Pedersen J. B., 2002, Pro-gamers. United-States, United Kingdom and the Nordic Countries. Gale Research.

[FR] Lefebvre, Florian, 2016, Le développement de l’eSport en France permet-il la mise en place d’une dynamique de professionnalisation des acteurs de cette industrie économique ? Le cas des joueurs professionnels d’eSport. Master 2, université Paris Sud (Orsay).

[FR] Mora, Philippe and Stéphane Héas. 2005. “From videogamer to e-sportsman : Toward a growing professionalism of world-class players?.” In Doom: Giocare in Prima Persona, Matteo Bittanti and Sue Morris, Eds. Milano: Costa & Nolan. [Originally published in French in Consommations et Sociétés, special videogames issue, coordinated by Mélanie Roustan. Translated to Italian for Doom book and English version available online.]

Ferrari, Simon. 2013. “Esport and the human body: Foundations for a popular aesthetics.” Proceedings of DiGRA 2013: Defragging Game Studies, Atlanta, GA.

Holt, J., 2016, Virtual domains for sports and games. Sport, Ethics and Philosophy, Volume 10, 2016 – Issue 1: Sport and Play in a Digital World.

Peter C., 2007, “Motricité viturelle” et communication médiatisée :usages sociaux des jeux video. Thèse de doctorat en sociologie.

Szablewicz, Marcella. 2011. “From addicts to athletes: Participation in the discursive construction of digital games in urban China.” In Selected Papers of Internet Research, IR 12.0 conference.

Taylor, Nicholas T. 2015. “Play to the camera: Video ethnography, spectatorship, and e-sports,” Convergence, 24 April.

Taylor, Nicholas T. 2009. Power Play: Digital Gaming Goes Pro. PhD Dissertation, York University, Toronto.

Taylor, T.L. 2012. Raising the Stakes: The Professionalization of Computer Gaming. Cambridge, MA: The MIT Press.

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

RECHERCHES SUR LES JEUX

[FR] Barnabé, F., 2014, Le speedrun : pratique compétitive, ludique ou créative ? Trajectoire d’un détournement de jeu vidéo institué en nouveau game. Colloque Scientifique International Ludovia 2014.

Bittanti, M. & Morris S. 2005. Doom. Giocare in prima persona. Milan: Costa & Nolan.

Carter, Marcus and Martin Gibbs. 2013. “eSports in EVE Online: Skullduggery, Fair Play and Acceptability in an Unbounded Competition.” Foundations of Digital Games Conference, 14-17 May, Chania, Greece.

Cheung, Gifford and Jeff Huang. 2011. “Starcraft from the stands: Understanding the game spectator.” CHI ’11 Proceedings of the 2011 annual conference on Human factors in computing systems, ACM, 763-772.

Consalvo, Mia, Konstantin Mitgutsch, and Abe Stein (Eds.) 2013. Sports Videogames. New York: Routledge.

Crawford, Garry, and Victoria K. Gosling. 2009. “More Than a game: Sports-themed video games and player narratives.” Sociology of Sport Journal 26: 50–66.

Dor, S., 2014, The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. The international journal of computer game research, volume 14 issue 1 August 2014.

Harper, Todd. 2010. The Art of War: Fighting Games, Performativity, and Social Game Play. PhD dissertation, Ohio University.

Harper, Todd. 2014. The Culture of Digital Fighting Games: Performance and Practice. New York: Routledge.

Hinnant, Neal. 2013. “Practicing work, perfecting play: League of Legends and the sentimental education of e-sports” MA thesis, Georgia State University, Dept. of Communication.

Ma, Hu, Yinbo Wu and Xinyu Wu. 2013. “Research on essential difference of E-sport and Online Game.” Informatics and Management Science V, Lecture Notes in Electrical Engineering 208.

Morris S., 2003, WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media, DiGRA’03, Proceedings of the 2003 DiGRA International Conference : Level up. Nov. 4-6, Utrecht, Netherlands.

Taylor, Nicholas T. 2011. “Play globally, act locally: The standardization of pro Halo 3 gaming.” International Journal of Gender, Science and Technology, 3(1).

RECHERCHES SUR L’ENVIRONNEMENT (légal, historique, national, spectacle/retransmission)

Environnement légal

Blum, Bryce (with co-authors). 2014. Foster Pepper whitepapers on legal issues in e-sports. Available at http://www.foster.com/attorneys/bryce-blum.

Burk, Dan. 2013. “Owning e-Sports: Proprietary Rights in Professional Computer Gaming.” University of Pennsylvania Law Review, Vol 161, pp-1535-1578.

Comerford, Sean. 2012. “Note: International intellectual property rights and the future of global ‘e-sports.’” Brooklyn Journal of International Law, 37, 623.

Hollist, Katherine E. 2015. “Time to be grown-ups about video gaming: The rising esports industry and the need for regulation.” Arizona Law Review 57:823-847.

Rothman, Jennifer. 2013. “E-sports as a prism for the role of evolving technology in intellectual property.” University of Pennsylvania Law Review Online 116: 317-329.

World Intellectual Property Organization. 2013. “The legal status of video games: Comparative analysis in national approaches,” 29 July 2013.

Histoire

Borowy, Michael and Dal Yong Jin. 2013. “Pioneering eSport: The experience economy and the marketing of early 1980s arcade gaming contests.” International Journal of Communication, v. 7.

Mise en scène / spectacle / diffusion

[FR] Besombes, N. 2015. Du streaming au mainstreaming : mécanismes de médiatisation du sport électronique. Dans Obœuf A. (dir.) Sport et médias, Essentiels d’Hermès, Paris : CNRS éditions, 179-189.

[FR] Burelier F., 2016, La sélection de modèles lors de transitions vers des rôles émergents : Le cas des commentateurs de jeux vidéo en France. Revue française de gestion Volume 42, Numéro 260, Octobre 2016.

Gandolfi, E., 2016, To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences. Journal of Gaming & Virtual Worlds, Volume 8, Number 1, 1 March 2016, pp. 63-82(20).

Gommesen, Niels. 2012. “The affective audience in professional e-sport: An exploration of spectators, and their impact on video game playing.” MsC thesis, IT University of Copenhagen.

Hamilton, William, Oliver Garretson, and Andruid Kerne. 2014. “Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media.” CHI 2014, April 26–May 1, 2014, Toronto, Ontario, Canada.

Harry, Drew. 2012. Designing Complementary Communication Systems. PhD dissertation, MIT Media Lab, Cambridge, MA.

Hutchins, Brett. 2008. “Signs of meta-change in second modernity: The growth of e-sport and the World Cyber Games.” New Media and Society 10 (6): 851–869.

Hutchins, Brett and David Rowe. 2012. Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. London: Routledge.

Sell, Jesse. 2015. E-Sports Broadcasting. MsC thesis, MIT, Cambridge, MA.

Scholz T. (2012), New Broadcasting Ways in IPTV- The Case of the Starcraft Broadcasting Scene. Pp.89-102

McCrea, Christian. 2009. “Watching Starcraft, strategy and South Korea.” In Gaming Cultures and Place in Asia-Pacific, ed. Larissa Hjorth and Dean Chan, 179–193. New York: Routledge.

Kaytoue, Mehdi and Chedy Raïssi. 2012. “Watch me playing, I am a professional.” WWW 2012 Companion. April 16–20, 2012, Lyon, France.

Randhawa N. (2015), The Games, the Audience and the Performance. In pp.15-22.

Infrastructures 

Rai L, Gao Y. 2008, Future Perspectives on Next Generation ESports Infrastructure and Exploring Their Benefits. In International Journal of Sports Science and Engineering 3.1 : pp. 27-33.

L’e-sport dans le monde

Jin, Dal Yong. 2010. Korea’s Online Gaming Empire. Cambridge, MA: The MIT Press.

Jin, Dal Yong, and Florence Chee. 2009. “The politics of online gaming.” In Gaming Cultures and Place in Asia- Pacific, ed. Larissa Hjorth and Dean Chan, 19–38. New York: Routledge.

Nguyen & Hung, 2016, E-sport organization and professional gamers in Finland. Lahti University of Applied Sciences.

Paberz C., (2012), « Le jeu vidéo comme sport en Corée du Sud ? ». In Hermès, Quand jouer c’est communiquer, pp. 48-51.

Interaction avec le monde du sport

[FR] Besombes, N. 2016. Les jeux vidéo compétitifs au prisme des jeux sportifs : du sport au sport électronique. Revue en ligne Sciences du jeu, N°5. URL : http://sdj.revues.org/612

Peter C., 2007, Goût pour les jeux video, gout pour le sport, deux activités liées chez les adolescents. Ministère de la culture, culture prospective, 2007, n°2.

Lowood, Henry. Forthcoming. “‘Beyond the game’: The Olympic ideal and competitive e-sports.” In Play and Politics: Games, Civic Engagement, and Social Activism, ed. Douglas Thomas and Joshua Fouts.

Interactions avec les nouvelles technologies

Kow, Yong Ming and Timothy Young. 2013. “Media technologies and learning in the StarCraft eSport community.” CSCW ’13, San Antonio, Texas.

Interactions avec le monde de la pédagogie :

Kow, Yong Ming, Timothy Young, and Katie Salen Tekinbas. 2014. Crafting the metagame: Connected learning in the StarCraft 2 community. Irvine, CA: Digital Media and Learning Research Hub.

Ducrocq-Henry, S., 2011 Apprendre ensemble en classe via des jeux vidéo populaires : le modèle du LAN pédagogique, Canadian Journal of Learning and Technology : Vol 37, N°2, Québec.

Ducrocq-Henry, Samuelle. 2011.  The Therapeutic LAN : a group intervention method involving network video game as social simulator. Journal of CyberTherapy and Rehabilitation; June 22, 2011. (Version numérique: http://www.highbeam.com/doc/1G1-260138365.html )

Interaction avec le marketing

[PA] Franke T. (2015), The Perception of eSports – Mainstream Culture, Real Sport and Marketisation. In J. Hiltscher and T. Scholz (eds.), eSports yearbook 2013/2014, Norderstedt, Germany: Books on Demand GmbH, pp.111-144.

Seo, Yuri. 2013. “Electronic sports: A new marketing landscape of the experience economy.” Journal of Marketing Management, published online 21 August.

[PA] Härig D. 2015, Marketing and Sponsorship in eSports. In J. Hiltscher and T. Scholz (eds.), eSports yearbook 2013/2014, Norderstedt, Germany: Books on Demand GmbH, pp.55-59

Weiss T., Schiele S., 2013, Virtual worlds in competitive contexts : Analizing eSports consumer needs. In Electron Markets, 23, pp.307-616.

Wimmer, Jeffrey. 2012. “Digital game culture(s) as prototype(s) of mediatization and commercialization of society.” In Computer Games and New Media Cultures: A Handbook of Digital Game Studies, J.  Fromme & Unger, A. (Eds.),  pp. 525-540, Berlin: Springer.

Management

[PA] Scholz T. (2010). What Can We Learn from Starcraft. In J. Christophers and T. Scholz (eds.), eSports yearbook 2009, Norderstedt, Germany: Books on Demand GmbH, pp.82-85.

[PA] Scholz T. (2015), Game Leadership – What can We Learn from Competitive Games ? In In J. Hiltscher and T. Scholz (eds.), eSports yearbook 2013/2014, Norderstedt, Germany: Books on Demand GmbH, pp.93-106.

Recherches théoriques/épistémologiques

Adamus, Tanja.  2012.  “Playing computer games as electronic sport: In search of a theoretical framing for a new research field.” In Computer Games and New Media Cultures: A Handbook of Digital Game Studies, J.  Fromme & Unger, A. (Eds.),pp. 477-490, Berlin: Springer.

[FR] Buzy-Christmann Delphine, Di Filippo Laurent, Goria Stéphane & Thévenot Pauline, « Correspondances et contrastes entre jeux traditionnels et jeux numériques », Sciences du jeu [En ligne], 5 | 2016, mis en ligne le 21 février 2016, consulté le 23 janvier 2017. URL : http://sdj.revues.org/547 ; DOI : 10.4000/sdj.547

Faust, Kyle, Joseph Meyer, and Mark Griffiths. 2013. “Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study.” International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March.

Guorui, Zhang. 2012. “Bibliometric analysis on e-sports in China.” Advances in Computer Science and Engineering, AISC 141, 111-118.

Wagner, Michael. 2006. “On the scientific relevance of eSport.” In Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development. Las Vegas, Nevada: CSREA Press.

[PA] Witkowski, Emma. 2009. “Probing the sportiness of eSports,” in J. Christophers and T. Scholz (eds.), eSports yearbook 2009, Norderstedt, Germany: Books on Demand GmbH, pp. 53 – 56.

Jonasson, Kalle and Jesper Thiborg. 2010. “Electronic sport and its impact on future sport.” Sport in Society 13 (2): 287–299.

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