Work stressed and play? A brief look at competitive gaming
Publisher: Dahlitz Media
To date, competitive gaming has not been widely researched or recognised in the scientific and professional literature on video games. As the name suggests, competitive gaming comprises players who regularly compete in tournaments organised and run by the gaming communi... View more
Castronova, E. (2005). Synthetic worlds:The business and culture of online games. Chicago, IL: University of Chicago Press.
Castronova, E., Williams, D., Shen, C., Ratan, R., Xiong, L., Huang, Y., & Keegan, B. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media and Society, 11, 685-707. doi:10.1177/1461444809105346
Faust, K. A., Meyer, J. F., & Grifiths, M. D. (2013). Com - petitive gaming: The potential benefits of scientific study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-76.
Goodale, G. (2003, August 8). Are video games a sport? They may not break a sweat, but these competitors say they are tomorrow's athletes. The Christian Science Monitor. Retrieved from http://www.csmonitor. com/2003/0808/p13s01-alsp.html
Hong, J.-C., & Liu, M.-C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19, 245-258. doi:10.1016/S0747-5632(02)00013-4
Hutchins, B. (2008). Signs of meta-change in second modernity: The growth of e-sport and the World Cyber Games. New Media and Society, 10, 851-869. doi:10.1177/1461444808096248
King, D. L., Delfabbro, P., & Grifiths, M. (2009). The
Lee, Y.-H., & Lin, H. (2011). “Gaming is my work”: Identity work in internet-hobbyist game workers. Work, Employment and Society, 25, 451-467.
Reeves, S., Brown, B., & Laurier, E. (2009). Experts at play: Understanding skilled expertise. Games and Culture, 4, 205-227.