This thesis situates organized competitive digital gaming (eSport) in the context of historical sport, the rise of the computer and video games industry, event marketing, and the experience economy. It argues that the oftentimes misattributed origins of eSport in truth first took place during the early 1980s in arcades, when the various criteria for sport, including public contest, a structured framework for victory and defeat, mediatization and promotion, professionalization, record-keeping, and an engaged audience were already in place. It then goes on to discuss the various manifestations and changing nature of eSport as a commercial media product in the internet era before identifying what this all means for sport, gaming, and event mar...
abstract: This paper goes through a two-pronged approach in the attempt to understand E-Sports, ente...
textAs video games have increased in complexity from simple arcade machines to modern home consoles,...
The aim of this paper is to examine the “prehistory” of E-sports from the Finnish perspective. I...
‘’E-sports industry: the new phenomenon of economy and its growth’’ deals with a new niche market of...
Sport used to be practiced and watched only live. Over time, it started to be broadcast by the radio...
Using historical narratives and a qualitative research approach, this article aims to understand how...
Using historical narratives and a qualitative research approach, this article aims to understand how...
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.C...
The aim of this study was to examine the influence of video games, as a form of digital media, on th...
This essay traces and analyzes emerging zones of conflict as the transmission of popular sport conte...
This essay traces and analyzes emerging zones of conflict as the transmission of popular sport conte...
This essay traces and analyzes emerging zones of conflict as the transmission of popular sport conte...
This thesis investigates an intersection of broadcasting and watching videogame performance (over in...
The main goal of this thesis is to introduce the readers the meaning of electronic sports, its devel...
textAs video games have increased in complexity from simple arcade machines to modern home consoles,...
abstract: This paper goes through a two-pronged approach in the attempt to understand E-Sports, ente...
textAs video games have increased in complexity from simple arcade machines to modern home consoles,...
The aim of this paper is to examine the “prehistory” of E-sports from the Finnish perspective. I...
‘’E-sports industry: the new phenomenon of economy and its growth’’ deals with a new niche market of...
Sport used to be practiced and watched only live. Over time, it started to be broadcast by the radio...
Using historical narratives and a qualitative research approach, this article aims to understand how...
Using historical narratives and a qualitative research approach, this article aims to understand how...
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.C...
The aim of this study was to examine the influence of video games, as a form of digital media, on th...
This essay traces and analyzes emerging zones of conflict as the transmission of popular sport conte...
This essay traces and analyzes emerging zones of conflict as the transmission of popular sport conte...
This essay traces and analyzes emerging zones of conflict as the transmission of popular sport conte...
This thesis investigates an intersection of broadcasting and watching videogame performance (over in...
The main goal of this thesis is to introduce the readers the meaning of electronic sports, its devel...
textAs video games have increased in complexity from simple arcade machines to modern home consoles,...
abstract: This paper goes through a two-pronged approach in the attempt to understand E-Sports, ente...
textAs video games have increased in complexity from simple arcade machines to modern home consoles,...
The aim of this paper is to examine the “prehistory” of E-sports from the Finnish perspective. I...