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Author

Je Seok Lee

Other affiliations: University of Michigan
Bio: Je Seok Lee is an academic researcher from University of California, Irvine. The author has contributed to research in topics: Curriculum & Academic standards. The author has an hindex of 4, co-authored 8 publications receiving 118 citations. Previous affiliations of Je Seok Lee include University of Michigan.

Papers
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Journal ArticleDOI
TL;DR: In this paper, the amount of academic research focused on organized, competitive games has grown rapidly, and from 2002 through March 2018, esports research has developed rapidly in the academic literature.
Abstract: Accompanying esports’ explosion in popularity, the amount of academic research focused on organized, competitive gaming has grown rapidly. From 2002 through March 2018, esports research has develop...

150 citations

Proceedings ArticleDOI
01 Sep 2018
TL;DR: This paper presents a framework for understanding the Esports Ecosystem from the perspective of diverse and divergent roles within high school and collegiate esports communities and details the ways in which these forms of participation connect to valued high school academic and career ready curriculum standards that together represent STEM Entrepreneurship.
Abstract: There are myriad ways to participate in esports that go beyond just competing on a team: event organizing, legal protections, web development, shoutcasting, game analysis, and many other integral activities. These roles are paramount to the growth of the tournaments and surrounding community. They also have strong ties to science, technology, engineering, and mathematics related content and careers that are rarely made explicit, even though they develop skills valued in high tech careers at the intersection of STEM and Entrepreneurship. In this paper we present a framework for understanding the Esports Ecosystem from the perspective of diverse and divergent roles within high school and collegiate esports communities. Based on two years of qualitative participant observation of esports communities in Southern California, we detail the ways in which these forms of participation connect to valued high school academic and career ready curriculum standards that together represent STEM Entrepreneurship. It is on the basis of these connections that we have developed a year-long high school course that ties the skills esports participation fosters and the careers that they lead to.

27 citations

Journal ArticleDOI
01 Nov 2018
TL;DR: From an interview study with 20 World of Warcraft players, it was found that participants had concerns about being streamed due to different factors, and adopted individual and collaborative strategies to cope with their concerns.
Abstract: Live streaming is a new media format that simultaneously records and broadcasts in real time, in multiple channels including video, audio, and text. A new application area of live streaming is in the video game community, where players stream their gameplay. Since most of the streamed games are team-based, one's live streaming may involve other players' gameplay and disclosure. In the present paper, we aim to understand the attitudes and strategies of players who have been streamed by others in video game live streaming. From an interview study with 20 World of Warcraft (WoW) players, we found that participants had concerns about being streamed due to different factors, and adopted individual and collaborative strategies to cope with their concerns. We discuss privacy challenges in live streaming and present design implications for live streaming tools to improve privacy management.

21 citations

Proceedings ArticleDOI
06 May 2021
TL;DR: In this paper, the authors surveyed 95 players in a high school esports league on their definitions of tilt, triggers for tilting, responses to tilt, and perception of its malleability, and found that players are tilted most commonly by their own teammates rather than opponents.
Abstract: Tilt as a gaming term is associated with frustration, rage, and deterioration of gameplay ability. In this exploratory study, we surveyed 95 esports players in a high school esports league on their definitions of tilt, triggers for tilting, responses to tilt, and perception of its malleability. We found that players are tilted most commonly by their own teammates rather than opponents, with their most negative tilt responses reserved for themselves. The majority surveyed believe that they can change how easily they are tilted and believing so was found to lead players to choose more positive responses to tilt. In contrast, perceiving tilt as malleable was found to increase the probability that participants respond with positive strategies. Implications for efforts to improve esports culture and community are discussed.

12 citations

Journal ArticleDOI
01 Aug 2020
TL;DR: In this article, a crisis of literacy has emerged among high school students in the United States, and there is a need for an integrated curriculum of English Language Arts (ELA).
Abstract: A crisis of literacy has emerged among high school students in the United States. In order to encourage students’ engagement with literacy education, there is a need for an integrated curriculum of English Language Arts (ELA). An integrated language arts curriculum would allow students to learn literacy and reading skills while engaging with a motivating context. Meanwhile, esports has grown as a worldwide culture, expanding to more than just players and spectators to include a whole ecosystem of stakeholders. As esports grow in popularity and acceptance, educators have looked to connect the skills developed in esports with academic and career opportunities. We found esports to be a viable content area for the integrated curriculum because esports is favored among many students and involves reading activity as an essential part of participation.

6 citations


Cited by
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Journal ArticleDOI
TL;DR: In the past decade, a large body of multidisciplinary research has begun to undermine the authority of this narrow interpretation of literacy by situating literacy in larger social practices as discussed by the authors.
Abstract: Many people in "literate" societies, when asked to define literacy, almost always do so in terms of reading and writing abilities This narrow interpretation of literacy, an offspring of reductionist psychology, has reigned supreme in many academic and educational contexts for decades, greatly shaping literacy theories and classroom practices Within the past ten years, however, a large body of multidisciplinary research has begun to undermine the authority of this perspective by situating literacy in larger social practices

1,589 citations

Journal Article
TL;DR: Taylor as discussed by the authors examines the ups and downs of a slowly emerging industry, e-sports (electronic sports), which aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers.
Abstract: Raising the Stakes: E-Sports and the Professionalization of Computer GamingT. L. TaylorCambridge, MA: MIT Press, 2012. Appendix, notes, bibliography, index. 304 pp. $29.95 cloth. ISBN: 9780262017374In Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, author T. L. Taylor examines the ups and downs of a slowly emerging industry, e-sports (electronic sports). The e-sports industry aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers. Those who would make e-sports a success point to South Korea, the only country so far in which the industry has taken hold. Taylor tells us that tournaments like the World Cyber Games draw sponsors like Coca-Cola, Microsoft, and Samsung and that Korean Telecom companies, and even the Korean Navy have-or sponsor-teams. Outside of the promised land of South Korea, however, e-sports have struggled and exist as a generally small, niche industry.Taylor's book does an excellent job of examining e-sports through numerous lenses. Providing historical context, she takes us back to the roots of e-sports, delving into the early days of informal, head-to-head video game competitions around the first computer game, Space War! (1962) and the inclusion of highscore record keeping on arcade machines to arcade-based tournaments (still happening today on the old machines like Pac Man and Donkey Kong and chronicled in the 2007 documentary King of Kong) and the video game-themed Starcade (1982- 1984) television show. She then moves to the emergence of the on-line networked play of Id Software's Doom (1993) and Quake (1996) through today's current live and networked tournaments of firstperson shooters and other video game competitions. Yet Raising the Stakes is not just a historical effort. With her first book, Play between Worlds: Exploring On-Line Game Culture, Taylor established herself as a solid analyst of games as media and community.And Taylor brings those skills to bare on gaming as a sport. For example, in her second chapter, titled "Computer Games a Professional Sport," Taylor guides us through an in-depth, well-reasoned, and documented analysis. She cites the literature on the debates around computer games as play. She examines the modification of rules, and occasionally of systems, of the games themselves for tournament play, judging, and broadcast. She compares the requirements and practices of professional sports and professional athletes (mental and physical training, hours and routines of practice, preferences for specific brands and makes of equipment or insistence on the use of personal equipment) in other sports to those of professional gamers. …

270 citations

Journal Article
TL;DR: Camillo Eitzen as mentioned in this paper has experienced a very dynamic last two years, with a major group restructuring, acquisitions and a public share listing, and the company's progress and strategy.
Abstract: Subtitle: Camillo Eitzen in Norway has experienced a very dynamic last two years, with a major group restructuring, acquisitions and a public share listing. Stephen Matthews reviews the company's progress and strategy.

141 citations

Journal ArticleDOI
TL;DR: Results showed that MT (via both MT frameworks) was associated with perceived control, andMTQ6 subscales were associated with stress intensity, and the MTQ6 and MTI had low shared variance, suggesting that the two questionnaires appear to measure different aspects of MT.
Abstract: This study explored stress and coping in electronic sports (esports) athletes and the influence of mental toughness (MT), as defined by two prominent conceptualizations: the 4/6Cs and Mental Toughness Index (MTI) frameworks. Participants were 316 esports athletes, ranked in the top 40% of one of five major esports: Defense of the Ancients 2, League of Legends (LoL), Counter Strike: Global Offensive, Overwatch and Rainbow Six: Siege. Participants completed the MTI, Mental Toughness Questionnaire 6 (MTQ6), Stress Appraisal Measure, and Brief COPE inventory. Results showed that MT (via both MT frameworks) was associated with perceived control, and MTQ6 subscales were associated with stress intensity. Mental toughness (both frameworks) was associated with the selection of more problem-focused and emotion-focused coping strategies and less avoidance coping strategies. The results indicate there is some overlap between the MT and stress-coping process in high-performing traditional sports and competitive esports athletes. These results suggest that esports athletes could benefit from sports psychology interventions designed for traditional sports athletes. Finally, the MTQ6 and MTI had low shared variance (20%), suggesting that the two questionnaires appear to measure different aspects of MT.

75 citations