Esports Research: A Literature Review:
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Cites background from "Esports Research: A Literature Revi..."
...To date, most research pertains to the fields of informatics, media, business, and sociology [5]....
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...While the social interest in gaming and eSports is steadily rising, academic research on those involved in the phenomenon is relatively new [5]....
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"Esports Research: A Literature Revi..." refers background in this paper
...…esports spaces and as “the development of a nascent professional infrastructure [includes] features familiar from the world of physical sports of entertainment, including tournaments, leagues, fans, teams, team owners, player contracts, sponsors, and the like” (T. L. Taylor, 2012; via Burk, 2013)....
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...(Borowy & Jin, 2013; Harper, 2013; T. L. Taylor, 2012; N. Taylor, 2016; Witkowski, 2012a) Emergent platforms such as Twitch and YouTube have allowed streamers to serve not only as players but also as performers and entertainers....
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...T. L. Taylor (2012) also points out that “esports has encoded in its very nature a deep rooting in both technology and media” (T. L. Taylor, 2012)....
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...Similarly, systems of prize and payment within a “professionalized context” (T. L. Taylor, 2012; via Brock, 2017) perpetuate the parallels between traditional sports and esports....
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