Esports scholarship review: Synthesis, contributions, and future research
Esports, or competitive video gaming competitions, bring together aspects of sports,
business, leisure, technology, and digital media, appealing to academics across multiple …
business, leisure, technology, and digital media, appealing to academics across multiple …
Social video gaming and well-being
Despite stereotypes of video games as isolating technologies, video gaming can be a highly
social activity that contributes to well-being. Advances in computing technology and greater …
social activity that contributes to well-being. Advances in computing technology and greater …
From interaction to relationship: Rethinking parasocial phenomena in travel live streaming
Travel live streaming (TLS) has become prolific on many social media platforms, yet the
topic has received limited academic attention. This paper uses an affordance lens to explore …
topic has received limited academic attention. This paper uses an affordance lens to explore …
[HTML][HTML] The one-and-a-half sided parasocial relationship: The curious case of live streaming
R Kowert, E Daniel Jr - Computers in human behavior reports, 2021 - Elsevier
Parasocial relationships have traditionally been conceptualized as one-sided, non-
reciprocal relationships with media figures. However, the proliferation of online media …
reciprocal relationships with media figures. However, the proliferation of online media …
Definitions of esports: a systematic review and thematic analysis
The esports market has been growing exponentially has been growing exponentially with
much interest from industry and academia. Perhaps because of this growth, there is a lack of …
much interest from industry and academia. Perhaps because of this growth, there is a lack of …
Esports gender diversity: A leisure constraints perspective
Esports are a leading form of digital leisure. Esports offer salient career opportunities,
ranging from professional players to roles in science, technology, engineering, and …
ranging from professional players to roles in science, technology, engineering, and …
Virtual reality applications market analysis—on the example of steam digital platform
K Stecuła - Informatics, 2022 - mdpi.com
This paper presents research on the topic of virtual reality (VR) applications. It conducts a
quantitative analysis of virtual reality applications available in the international market using …
quantitative analysis of virtual reality applications available in the international market using …
[HTML][HTML] Going to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewing
Virtual reality cinemas offer computer-generated screening environments that resemble
physical-world movie theaters for avatar-based viewers. Reflecting on virtual spectatorship …
physical-world movie theaters for avatar-based viewers. Reflecting on virtual spectatorship …
A typology of metagamers: identifying player types based on beyond the game activities
Previous research on player profiles or types is based on players' in-game behaviors and
their motivations to play games. However, there are many other activities related to digital …
their motivations to play games. However, there are many other activities related to digital …
Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players
Spectating digital games can be exciting. However, due to its vicarious nature, spectators
often wish to engage in the gameplay beyond just watching and cheering. To blur the …
often wish to engage in the gameplay beyond just watching and cheering. To blur the …