Esports scholarship review: Synthesis, contributions, and future research

AD Pizzo, Y Su, T Scholz, BJ Baker… - Journal of Sport …, 2022 - journals.humankinetics.com
Esports, or competitive video gaming competitions, bring together aspects of sports,
business, leisure, technology, and digital media, appealing to academics across multiple …

Social video gaming and well-being

ND Bowman, D Rieger, JHT Lin - Current Opinion in Psychology, 2022 - Elsevier
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 …

From interaction to relationship: Rethinking parasocial phenomena in travel live streaming

Z Deng, P Benckendorff, J Wang - Tourism Management, 2022 - Elsevier
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 …

[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 …

Definitions of esports: a systematic review and thematic analysis

J Formosa, N O'donnell, EM Horton, S Türkay… - Proceedings of the …, 2022 - dl.acm.org
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 …

Esports gender diversity: A leisure constraints perspective

AD Pizzo, S Na, D Kim, K Alexandris… - Journal of Leisure …, 2023 - Taylor & Francis
Esports are a leading form of digital leisure. Esports offer salient career opportunities,
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 …

[HTML][HTML] Going to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewing

W Moss-Wellington, X Sun, E Ch'ng - International Journal of Human …, 2024 - Elsevier
Virtual reality cinemas offer computer-generated screening environments that resemble
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

J Kahila, T Valtonen, S López-Pernas… - Games and …, 2025 - journals.sagepub.com
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 …

Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players

R Patibanda, A Saini, N Overdevest… - Proceedings of the …, 2023 - dl.acm.org
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 …