eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition
暂无分享,去创建一个
[1] Janet S. Fink,et al. Sport spectator consumption behavior. , 2003 .
[2] Loïc Cerf,et al. Watch me playing, i am a professional: a first study on video game live streaming , 2012, WWW.
[3] Kelly Bergstrom,et al. Virtual inequality: a woman's place in cyberspace , 2012, FDG.
[4] Gifford Cheung,et al. Starcraft from the stands: understanding the game spectator , 2011, CHI.
[5] Stephen R.McDaniel Christopher B.Sullivan. Extending the Sports Experience: Mediations in Cyberspace , 2002 .
[6] A. Strauss,et al. Grounded Theory in Practice , 1997 .
[7] T. L. Taylor,et al. This is how we play it: what a mega-LAN can teach us about games , 2010, FDG.
[8] Jennings Bryant,et al. Sports and Spectators: Commentary and Appreciation , 1982 .
[9] Christopher A. Paul. Optimizing Play: How Theorycraft Changes Gameplay and Design , 2011, Game Stud..
[10] Emma Witkowski,et al. On the Digital Playing Field , 2012, Games Cult..
[11] Darryl Woodford,et al. Hanging out is hard to do : Methodology in non-avatar environments , 2012 .
[12] Michael G. Wagner,et al. On the Scientific Relevance of eSports , 2006, International Conference on Internet Computing.
[13] Jennings Bryant,et al. Drama in Sports Commentary , 1977 .
[14] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[15] Mitchell Harrop,et al. Metagames, paragames and orthogames: a new vocabulary , 2012, FDG.
[16] D. M. Chaput de Saintonge,et al. Cheating , 2001, BMJ : British Medical Journal.
[17] Mia Consalvo. Hardcore casual: game culture Return(s) to Ravenhearst , 2009, FDG.
[18] Steve Jacobs. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming , 2014 .
[19] Christopher A. Paul. Don't play me: EVE Online, new players and rhetoric , 2011, FDG.
[20] Brett Hutchins,et al. Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games , 2008, New Media Soc..
[21] David Rowe,et al. Globalization and Sport , 2001 .
[22] Marcus Carter,et al. Avatars, characters, players and users: multiple identities at/in play , 2012, OZCHI.
[23] R. T. Furst,et al. Social Change and the Commercialization of Professional Sports , 1971 .
[24] Ashley John Craft. Sin in cyber-eden: understanding the metaphysics and morals of virtual worlds , 2007, Ethics and Information Technology.
[25] Margaret Carlisle Duncan,et al. The Symbolic Dimensions of Spectator Sport , 1983 .