E-sport and the EU: the view from the English Bridge Union

C Abanazir - The International Sports Law Journal, 2019 - Springer
The change that e-sport is going through and the ever-ascending trajectory of e-sport has
led to certain states to regulate this mode of entertainment. States like South Korea and …

Foundations for esports curricula in higher education

MJ Scott, R Summerley, N Besombes… - Proceedings of the …, 2021 - dl.acm.org
Esports has generated an industry of increasing economic and cultural importance. In recent
years, universities and other higher education institutions have responded to its growth by …

Gamer identities of video game live streamers with disabilities

SLR Anderson, MR Johnson - Information, Communication & …, 2022 - Taylor & Francis
This study investigates the strategies video game streamers with disabilities employ to
navigate their identity as gamers as it relates to their subject positions as persons with …

“I suppose I'll be patching you up, as usual”: Women's roles and normative femininity in a team-based video game

J Austin - New media & society, 2022 - journals.sagepub.com
Women are often viewed as outsiders in the videogaming environment, particularly in first-
person shooter games. Perceived infringement on an overwhelmingly masculine space …

Describing the game studies canon: A game citation analysis

J Frome, P Martin - Proceedings of DiGRA 2019 Conference: Game …, 2019 - dl.digra.org
This article analyzes how game studies scholars cite videogames in their research. A
content analysis of over 580 articles from the field's two main journals is used to identify the …

[图书][B] Ability machines: What video games mean for disability

SLR Anderson - 2024 - books.google.com
Video games are both physically and cognitively demanding—so what does that mean for
those with a disability or mental illness? Though they may seem at odds, Ability Machines …

[HTML][HTML] Evidence that digital game players neglect age classification systems when deciding which games to play

R Hollett, S Tomkinson, S Illingworth, B Power… - PloS one, 2022 - journals.plos.org
This article considers players' experiences seeking out new games to play, and their use of
the Australian National Classification Scheme in doing so. The global video game industry is …

Gen Zers' video game preferences and learning outcomes: toward designing better games

E Shliakhovchuk, R Oliynyk… - International Journal of …, 2021 - inderscienceonline.com
This study presents the results of a survey consisting of broad, mostly open-ended questions
concerning the video game preferences of Generation Z gamers and casual players (N …

Women's presence and roles in video games journalism: an analysis of newsrooms and cultural critique in Spanish specialized media

M García-Borrego, I Montes-Rodríguez… - Revista Latina de …, 2022 - search.proquest.com
Introduction: Cultural journalism is characterized by its prescriptive function, which sets the
agenda by determining which products deserve to receive public attention. Within this area …

[PDF][PDF] Play across cultural borders: An explorative cross-cultural study of digital game player experience by analyzing user reviews and think-aloud protocols

S Brückner - Games, Play and Societal Debates View project, 2020 - researchgate.net
Digital games are the fastest growing medium of our time. Their proliferation and prominent
role in society have sparked public debates and led to the development of “game studies” …