This thesis investigates an intersection of broadcasting and watching videogame performance (over internet-based platforms, such as Twitch.tv), and the play of videogames. My focus is the broadcast of professional gaming, or electronic sport (e-sport), a now salient aspect of contemporary videogame culture. Through a case study of Valve Corporation’s game Dota 2 (2013) and its e-sports scene (drawing on empirical material from my own viewing and play experience, interviews and player data analytics), I stage an inquiry into the status of ‘everyday’ videogame play with, through and amidst broadcast e-sport. Particularly, I am occupied with examining how spectators of e-sport shape habitual capacities or skills in their own play (by variously...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
“Electronic-sport ” (E-Sport) is now established as a new en-tertainment genre. More and more player...
Abstract According to simulation theory, individuals live and work in hyperreality. Digitalization ...
This article analyses how broadcasts of electronic sport (e-sport) condition the gameplay practices ...
This text is focused on the question of relations between players, video game enthusiasts as spectat...
The games industry has, during the past decades, evolved into one of the largest forms of entertainm...
Making Games Watchable examines spectator video gaming as an emergent media phenomenon with an atten...
Making Games Watchable examines spectator video gaming as an emergent media phenomenon with an atten...
Electronic sports (e-sports) represents the configuration of competitive videogaming as spectatorial...
Electronic sports (esports) is a fast growing phenomenon in digital games where players compete, in ...
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.C...
The aim of this paper is to explore the synthesis of digital games and observatory media facilitated...
International audience"Electronic-sport" (E-Sport) is now established as a new entertainment genre. ...
Electronic sports has seen a substantial growth in terms of money involved, number of spectators a...
International audienceThis article presents the results of an empirical study of the “sportification...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
“Electronic-sport ” (E-Sport) is now established as a new en-tertainment genre. More and more player...
Abstract According to simulation theory, individuals live and work in hyperreality. Digitalization ...
This article analyses how broadcasts of electronic sport (e-sport) condition the gameplay practices ...
This text is focused on the question of relations between players, video game enthusiasts as spectat...
The games industry has, during the past decades, evolved into one of the largest forms of entertainm...
Making Games Watchable examines spectator video gaming as an emergent media phenomenon with an atten...
Making Games Watchable examines spectator video gaming as an emergent media phenomenon with an atten...
Electronic sports (e-sports) represents the configuration of competitive videogaming as spectatorial...
Electronic sports (esports) is a fast growing phenomenon in digital games where players compete, in ...
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.C...
The aim of this paper is to explore the synthesis of digital games and observatory media facilitated...
International audience"Electronic-sport" (E-Sport) is now established as a new entertainment genre. ...
Electronic sports has seen a substantial growth in terms of money involved, number of spectators a...
International audienceThis article presents the results of an empirical study of the “sportification...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
“Electronic-sport ” (E-Sport) is now established as a new en-tertainment genre. More and more player...
Abstract According to simulation theory, individuals live and work in hyperreality. Digitalization ...