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ESGE 200: Video Games and Society
Watch Me Play
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ESGE 200: Video Games and Society: Watch Me Play
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Game Practices
Watch Me Play
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Books
Making Media
by
Mark Deuze & Mirjam Prenger (Editors)
Call Number: eBook
Playing Along
by
Kiri Miller
Call Number: eBook
Broadcasting Ourselves
Sheng, Jeff T, and Sanjay R Kairam. “From Virtual Strangers to Irl Friends: Relationship Development in Livestreaming Communities on Twitch.” Proceedings of the ACM on Human-Computer Interaction, vol. 4, no. 2, 2020, pp. 1–34.
Costa Pinto, Diego, et al. “Online Identity Construction: How Gamers Redefine Their Identity in Experiential Communities.” Journal of Consumer Behaviour, vol. 14, no. 6, Nov. 2015, pp. 399–409.
Partin, William Clyde. “Watch Me Pay: Twitch and the Cultural Economy of Surveillance.” Surveillance & Society, vol. 17, no. 1/2, Jan. 2019, pp. 153–160.
Networked Broadcasting
Johnson, Mark R, and Jamie Woodcock. “The Impacts of Live Streaming and Twitch.tv on the Video Game Industry.” Media, Culture & Society, vol. 41, no. 5, 2019, pp. 670–688.
Young, Chris J, et al. “The Affective Labor and Performance of Live Streaming on Twitch.tv.” Television & New Media, vol. 20, no. 8, 2019, pp. 813–823.
Jia, Adele Lu, et al. “When Game Becomes Life: The Creators and Spectators of Online Game Replays and Live Streaming.” ACM Transactions on Multimedia Computing, Communications and Applications, vol. 12, no. 4, 2016.
Home Studios
Ruberg, Bonnie, and Daniel Lark. “Livestreaming from the Bedroom: Performing Intimacy through Domestic Space on Twitch.” Convergence, 2020.
Witkowski, Emma, and James Manning. “Player Power: Networked Careers in Esports and High-Performance Game Livestreaming Practices.” Convergence: The International Journal of Research into New Media Technologies, vol. 25, no. 5-6, 2019, pp. 953–969.
Huston, Clarice, et al. “Dimensionalizing Esports Consumption: Alternative Journeys to Professional Play.” Journal of Consumer Culture, Jan. 2021.
Esports Broadcasting
Carrillo Vera, José Agustín, and Juan Miguel Aguado Terrón. “The ESports Ecosystem: Stakeholders and Trends in a New Show Business.” Catalan Journal of Communication & Cultural Studies, vol. 11, no. 1, Apr. 2019, pp. 3–22.
Seo, Young-nam, et al. “Attention to Esports Advertisement: Effects of Ad Animation and In-Game Dynamics on Viewers’ Visual Attention.” Behaviour & Information Technology, vol. 37, no. 12, 2018, pp. 1194–1202.
Burroughs, Benjamin, and Paul Rama. “The ESports Trojan Horse: Twitch and Streaming Futures.” Journal of Virtual Worlds Research, vol. 8, no. 2, Oct. 2015, pp. 1–5.
Regulating the Networked Broadcasting Frontier
Ball, Madeleine A. “Nerf This: Copyrighting Highly Creative Video Game Streams as Sports Broadcasts.” William & Mary Law Review, vol. 61, no. 1, Oct. 2019, pp. 253–285.
Holden, John T., and Thomas A. Baker. “The Econtractor? Defining the Esports Employment Relationship.” American Business Law Journal, vol. 56, no. 2, Summer 2019, pp. 391–440.
Miroff, Max. "Tiebreaker: An Antitrust Analysis of Esports." Columbia Journal of Law and Social Problems, vol. 52, no. 2, 2019, pp. 177-223.
Live Streaming as Media
Tian-Syung Lan, et al. “Grey Relational Analysis of Network Model for Live Broadcast Platform in E-Sports Market.” International Journal of Organizational Innovation, vol. 13, no. 3, Jan. 2021, pp. 25–36.
Walker, Austin. “Watching Us Play: Postures and Platforms of Live Streaming.” Surveillance & Society, vol. 12, no. 3, Sept. 2014, pp. 437–442.
Newman, Joshua I., et al. “Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy.” Communication & Sport, Sept. 2020.
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