Raising the Stakes: E-Sports and the Professionalization of Computer Gaming
By T. Taylor. 2012
575 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Gender Studies, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/3e62f4992e8a3975b40fd2ed6f04c009e77d9412
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Max Sjöblom
- Juho Hamari
- Lauri Keronen
- Michelle Stratemeyer
- Constance Steinkuehler
- Benjamin Paaßen
- Thekla Morgenroth
- Jonna Koivisto
In Gender Studies
In Sociology and Political Science
- Max Sjöblom
- Juho Hamari
- Lauri Keronen
- Michelle Stratemeyer
- Constance Steinkuehler
- Benjamin Paaßen
- Thekla Morgenroth
- Jonna Koivisto
Citations in the corpus
- What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2017, background): “For women, the opposite is likely to happen: because their gendered identity conflicts with the gamer identity (Storla, 2011; T. L. Taylor, 2012, pp. 122–125) they may be less likely to describe themselves in terms of the gamer-stereotype.”
- Esports Research: A Literature Review (2019, background): “…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).”
- Why do people play games? A meta-analysis (2017, background): “…2014; Hamari et al. 2016; Huotari & Hamari 2016; McGonigal 2011) as well as increasingly as a eSport (Hamari & Sjöblom 2017; Sjöblom & Hamari 2016; Taylor 2012), although commonly held legacy causes most to still consider games as mere hedonic systems that are solely played by pre-adolescent…”
- What Did I Do Wrong in My MOBA Game? Mining Patterns Discriminating Deviant Behaviours (2016, unknown): “…new scene called electronic sports (eSports) has emerged, where the most skilled players (also referred to as gamers ) are hired by professional teams and supported by sponsors to take part in large international competitions [31] widely followed on live streaming platforms such as Twitch.tv [23].”
- What is eSports and why do people watch it? (2017, background): “We believe that in a quest to define eSports we should focus more deeply on what constitutes the “e” in eSports (for more cultural descriptions of eSports, please see: Taylor, 2012; Taylor and Witkowski, 2010; Witkowski, 2009, 2012).”