Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). Interested in how the cultural knowledge and experience of esports and gamers who populate the scene are represented in media, I explored professional CS:GO esports broadcasts from two prominent professional leagues, ESL Pro League (EPL) and ELEAGUE. A thematic analysis of textual and audio-visual data from professional CS:GO broadcasts reveale...
The eSports industry is growing at a rapid pace. The expansion of streaming services such as Twitch ...
The objective of this thesis was to find out the fascination of virtual skins in Counter Strike Glob...
Esports, competitive video game competitions, are a leading digital innovation at the nexus of sport...
This film explores the operations and cultural practices of the esports community with an emphasis o...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
This book takes a multidisciplinary approach to the question of esports and their role in society. A...
Since their inception in the 1950s, video games have come a long way; with that advancement came mor...
International audienceThis article presents the results of an empirical study of the “sportification...
This thesis offers a preliminary cultural-historical investigation of professional League of Legends...
Since their inception in the 1950s, video games have come a long way; with that advancement came mor...
The following study was created with the objective of understanding what are the main reasons that m...
Esports are a growing industry across the world. This thesis reviews the history/success of several...
Electronic sports (eSports) viewership numbers have been growing over the years. Video games such as...
abstract: This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortni...
The interest in studying multiplayer video game play has been growing since the mid-2000s. This is i...
The eSports industry is growing at a rapid pace. The expansion of streaming services such as Twitch ...
The objective of this thesis was to find out the fascination of virtual skins in Counter Strike Glob...
Esports, competitive video game competitions, are a leading digital innovation at the nexus of sport...
This film explores the operations and cultural practices of the esports community with an emphasis o...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
This book takes a multidisciplinary approach to the question of esports and their role in society. A...
Since their inception in the 1950s, video games have come a long way; with that advancement came mor...
International audienceThis article presents the results of an empirical study of the “sportification...
This thesis offers a preliminary cultural-historical investigation of professional League of Legends...
Since their inception in the 1950s, video games have come a long way; with that advancement came mor...
The following study was created with the objective of understanding what are the main reasons that m...
Esports are a growing industry across the world. This thesis reviews the history/success of several...
Electronic sports (eSports) viewership numbers have been growing over the years. Video games such as...
abstract: This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortni...
The interest in studying multiplayer video game play has been growing since the mid-2000s. This is i...
The eSports industry is growing at a rapid pace. The expansion of streaming services such as Twitch ...
The objective of this thesis was to find out the fascination of virtual skins in Counter Strike Glob...
Esports, competitive video game competitions, are a leading digital innovation at the nexus of sport...