HOLT Jason

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. Abstract Videogames present deep challenges for traditional concepts of sport and games. Cybersport in particular suggests that sport might be transposed into digital arenas, and videogames in general provide apparently striking … Lire la suite de HOLT Jason


Witkowski, Emma. 2014. “Competition and Cooperation,” in B. Perron and M. J. Wolf, (eds.)  The Routledge Companion to Video Game Studies. New York: Routledge. Abstract Within the study of video games lies a combination of various player practices, technologies, game structures, narrative elements, win conditions, and co-created performances and productions. With such an array of forms and cultures of … Lire la suite de WITKOWSKI Emma

WIMMER Jeffrey

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. Abstract In terms of communication and media studies, gaming constitutes an incredibly complex phenomenon of mediated communication that is based on … Lire la suite de WIMMER Jeffrey


Weiss T., Schiele S., 2013, Virtual worlds in competitive contexts : Analizing eSports consumer needs. In Electron Markets, 23, pp.307-616. Abstract More recently, 3D graphical environments on the Internet, that is virtual worlds, have moved to the center of scientific interest. Since virtual worlds are suggested to mold social computing, research has predominately focused on collaborative … Lire la suite de WEISS & SCHIELE


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 Abstract In recent years, a ‘professional’ digital gaming industry has emerged in North America: this interconnected series of organisations and leagues host competitive gaming tournaments (often televised) in … Lire la suite de TAYLOR, JENSON & DE CASTELL

TAYLOR Nicholas

  Abstract Electronic sports (e-sports) represents an increasingly popular and profitable array of organizations, communities, and sets of practices, all of which place tremendous value on audiences; for example, playing games competitively, in front of a crowd, represents the legitimization of gaming as spectator sport. This article reports on an audiovisual ethnography of a community … Lire la suite de TAYLOR Nicholas

SEO Yuri

Seo, Yuri. 2013. “Electronic sports: A new marketing landscape of the experience economy.” Journal of Marketing Management, published online 21 August. Abstract Competitive computer gaming (eSports) has emerged as an important aspect of virtual-world consumption. This paper advances the concept of eSports consumption in marketing by developing the experiential perspective of competitive gaming as an … Lire la suite de SEO Yuri